<?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 - BO's Bench]]></title>
		<link>https://www.leefish.nl/mybb/</link>
		<description><![CDATA[LeeFish - https://www.leefish.nl/mybb]]></description>
		<pubDate>Sun, 17 May 2026 22:40:50 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[BO - No Met Self Memories]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=7042</link>
			<pubDate>Thu, 17 Mar 2016 07:38:56 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=7042</guid>
			<description><![CDATA[Welcome my dear friend,<br />
<br />
Here we are once again!<br />
<br />
You know how sometimes suddenly your sim has a memory of having met themselves? Irritating, isn't it? It can apparently be created by several flawed scenarios, some of which are of Maxoid design. One seems to be when your sim tends bar, and there may be others that I'm not directly aware of.<br />
<br />
Now there may be several ways to deal with this silly erroneous memory, but some are tedious, and others cause undesirable, unpleasant side effects. And then there is of course my <a href="http://www.leefish.nl/mybb/showthread.php?tid=2396" target="_blank">No Trash Memories</a> that will deal with it already. But THAT mod is not to everyone's taste.<br />
Pescado's dramafix mod is supposed to fix it too, but dramafix affects how the Drama Professors behave. If you don't want the Profs to be affected, dramafix just isn't the right fix for you! Also, I've already heard from people who didn't have Uni, that dramafix breaks their game. What, because they have no professors, they needn't fix the "Met Self" memories???<br />
<br />
So a new dedicated fix is needed: one that simply prevents the "Met Self" memory to be generated, regardless of how it was caused. Nothing more, nothing less, nothing but. And that is what I offer here. I will point out that this mod will NOT destroy any "Met Self" memories that already exist in your game - you will have to use other means for that - but it WILL prevent new memories of this type from being added to any of your sims.<br />
<br />
Note: this mod conflicts at least with aforementioned <a href="http://www.leefish.nl/mybb/showthread.php?tid=2396" target="_blank">No Trash Memories</a>, but then NOBODY needs both of these mods together.<br />
<br />
Have fun, my friend.<br />
<br />
Happy Simming,<br />
- BO -]]></description>
			<content:encoded><![CDATA[Welcome my dear friend,<br />
<br />
Here we are once again!<br />
<br />
You know how sometimes suddenly your sim has a memory of having met themselves? Irritating, isn't it? It can apparently be created by several flawed scenarios, some of which are of Maxoid design. One seems to be when your sim tends bar, and there may be others that I'm not directly aware of.<br />
<br />
Now there may be several ways to deal with this silly erroneous memory, but some are tedious, and others cause undesirable, unpleasant side effects. And then there is of course my <a href="http://www.leefish.nl/mybb/showthread.php?tid=2396" target="_blank">No Trash Memories</a> that will deal with it already. But THAT mod is not to everyone's taste.<br />
Pescado's dramafix mod is supposed to fix it too, but dramafix affects how the Drama Professors behave. If you don't want the Profs to be affected, dramafix just isn't the right fix for you! Also, I've already heard from people who didn't have Uni, that dramafix breaks their game. What, because they have no professors, they needn't fix the "Met Self" memories???<br />
<br />
So a new dedicated fix is needed: one that simply prevents the "Met Self" memory to be generated, regardless of how it was caused. Nothing more, nothing less, nothing but. And that is what I offer here. I will point out that this mod will NOT destroy any "Met Self" memories that already exist in your game - you will have to use other means for that - but it WILL prevent new memories of this type from being added to any of your sims.<br />
<br />
Note: this mod conflicts at least with aforementioned <a href="http://www.leefish.nl/mybb/showthread.php?tid=2396" target="_blank">No Trash Memories</a>, but then NOBODY needs both of these mods together.<br />
<br />
Have fun, my friend.<br />
<br />
Happy Simming,<br />
- BO -]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - No Starvation]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=6496</link>
			<pubDate>Tue, 02 Jun 2015 12:25:09 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=6496</guid>
			<description><![CDATA[Hi folks!<br />
<br />
<br />
It has come to my attention that some people have reasons for not wanting their sims to EVER die of starvation! They don't care about the level of their sims' mal-nourishment, and whether or not they complain about it. Hunger should simply not be lethal!<br />
<br />
Although I cannot agree with this reasoning, I *can* understand why some other people might want to. So when <a href="http://www.simbology.com/smf/index.php?topic=9063.0" target="_blank"><span style="font-weight: bold;">Mark93 made his request</span></a>, I set out to help. It took me some sad, sad PHAILs to realise that the solution was in fact really dead (pun) simple, but here it finally is: I give you the ultimate cheat to prevent starvation among sims. Every time a sim is about to croak for lack of food, their hunger bar will be raised to the 5% full mark. Their tummy will still growl like a lion, but they won't die! <br />
<br />
In the best of BO traditions, this mod has been designed to be the shortest and simplest solution, and still work in ALL versions of the game (maybe even in the Stories, though I will *never* give any guarantees about that), and it needs NOTHING ELSE! Simply drop it in your Downloads folder, and forget about it!<br />
<br />
I cannot imagine anything *ever* conflicting with this mod, but if you *do* encounter any, just load mine last. Problem solved.<br />
<br />
<br />
Happy Simming!]]></description>
			<content:encoded><![CDATA[Hi folks!<br />
<br />
<br />
It has come to my attention that some people have reasons for not wanting their sims to EVER die of starvation! They don't care about the level of their sims' mal-nourishment, and whether or not they complain about it. Hunger should simply not be lethal!<br />
<br />
Although I cannot agree with this reasoning, I *can* understand why some other people might want to. So when <a href="http://www.simbology.com/smf/index.php?topic=9063.0" target="_blank"><span style="font-weight: bold;">Mark93 made his request</span></a>, I set out to help. It took me some sad, sad PHAILs to realise that the solution was in fact really dead (pun) simple, but here it finally is: I give you the ultimate cheat to prevent starvation among sims. Every time a sim is about to croak for lack of food, their hunger bar will be raised to the 5% full mark. Their tummy will still growl like a lion, but they won't die! <br />
<br />
In the best of BO traditions, this mod has been designed to be the shortest and simplest solution, and still work in ALL versions of the game (maybe even in the Stories, though I will *never* give any guarantees about that), and it needs NOTHING ELSE! Simply drop it in your Downloads folder, and forget about it!<br />
<br />
I cannot imagine anything *ever* conflicting with this mod, but if you *do* encounter any, just load mine last. Problem solved.<br />
<br />
<br />
Happy Simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Social Group Greetings]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=6480</link>
			<pubDate>Sun, 24 May 2015 15:07:51 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=6480</guid>
			<description><![CDATA[High Five, folks. BO is back, delivering a new mod <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Is this familiar to you?<br />
<br />
A social group townie walks by, and you want your sim to get to know them and be friends with them (for example, because your sim craves new friends).<br />
So you send your sim out to greet them. Now there are several scenarios:<ul>
<li>You know this townie well, and remember which group they belong to, so you can go into the "Greet..." menu and pick the appropriate gesture.</li>
<li>Or you *don't* know the townie, and you'll have to guess/look it up.<br />
</li></ul>
<br />
Personally, I'd prefer my sims to be more intelligent than that. I want to forget about looking it up, order my sims to simply greet the walkby, and have THEM make an educated guess at how to go about it. However, I do *NOT* want to lose any special greeting options, such as the friendly hug, the romantic kiss and the smooch.<br />
<br />
So I've gone and done something about it.<br />
<br />
My idea is the following: if your sim is already friends with the walkby, they will greet them according to the level of their relationship: a friendly hug, a romantic kiss or a smooch as appropriate. But if they're not friends yet, the nature of the greeting will be determined by other factors in an attempt to speed up the relationship's growth.<br />
<br />
Just to be nice and friendly, your sims *must* meet either of the following three:<br />
Nice sims (7+ in Niceness) will wish to please the walkby by honoring their cultural stance and using the right gesture.<br />
Charismatic sims (7+ in Charisma) have *learned* to think about the other sim's feelings, and will show off this ability.<br />
Outgoing sims (7+ in Outgoingness) will just recognize this as an excellent opportunity to show off, period! (as of v1.01)<br />
<br />
But to actually get it right, they also must have either one of the following two:<br />
Serious sims (3- in Playfulness), having observed the people around them, instinctively know how to approach their target.<br />
Logical sims (7+ in Logic) will want the intellectual satisfaction of having correctly determined the right gesture from subtle signals that the walkby emits.<br />
<br />
So any sim who meets two requirements - one from each set - will use either an innate ability or a learned skill to select the correct gesture for their target sim, even if you simply chose the standard "Greet &lt;person&gt;", or when they are autonomous!<br />
<br />
All others, however, will just mess about in the normal fashion, choosing the standard greeting. Also, the above does *NOT* apply to the special Vacation greetings introduced in BV, because those need to be learned first. (Cyjon <span style="font-weight: bold;"><a href="http://cyjon.net/node/420" target="_blank">has a mod</a></span> for that!)<br />
<br />
This mod *may* even affect how some of the social group townies respond to townies of other groups: not choosing their OWN gesture, but that of the other to confuse the heck out of innocent by-standers! <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
This also works quite well with Marhis' mod <a href="http://www.modthesims.info/d/310786" target="_blank"><span style="font-weight: bold;">AL Social Groups for playables</span></a><del>, although it does not (yet) check a target's inventory to find out if they have any of the Social Group supplies with them. I might add that in a future update, just like I might also add config options to change the requirements. Let's first see, though, if this is to anyone's taste</del>.<br />
<br />
<br />
<span style="font-weight: bold;">UPDATE May 26th, 2015</span>: Version 1.01 - Special feature! This mod could already load side-by-side with Marhis' <a href="http://www.modthesims.info/d/310786" target="_blank"><span style="font-weight: bold;">AL Social Groups for playables</span></a> without any conflicts, but that wasn't enough for me. So now  my (and your) sims can recognize Marhis' <span style="font-style: italic;">Social Group playables</span> as I call them, too. But for those *custom groupies* to be included, you *must* have Marhis' mod installed! After all, I want her to get the rightful credit as well!<br />
One little extra: because they are such <span style="font-weight: bold;">Show Off</span>s, Very Outgoing Sims (7+ in Outgoingness) no longer need to be Nice or have high Charisma to use this power.<br />
<br />
<span style="font-weight: bold;">UPDATE June 7th, 2015</span>: Version 1.02 - This version fixes a bug where the mod failed to flag visitors/walkbys as greeted, even after succesfully performing the right greet.<br />
<br />
<span style="font-weight: bold;">NOTE</span>: Because Social Groups are an Apartment Life feature, you should NOT download this mod, if you do NOT have AL.<br />
<br />
Happy Simmimg!<br />
Fake Out!]]></description>
			<content:encoded><![CDATA[High Five, folks. BO is back, delivering a new mod <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Is this familiar to you?<br />
<br />
A social group townie walks by, and you want your sim to get to know them and be friends with them (for example, because your sim craves new friends).<br />
So you send your sim out to greet them. Now there are several scenarios:<ul>
<li>You know this townie well, and remember which group they belong to, so you can go into the "Greet..." menu and pick the appropriate gesture.</li>
<li>Or you *don't* know the townie, and you'll have to guess/look it up.<br />
</li></ul>
<br />
Personally, I'd prefer my sims to be more intelligent than that. I want to forget about looking it up, order my sims to simply greet the walkby, and have THEM make an educated guess at how to go about it. However, I do *NOT* want to lose any special greeting options, such as the friendly hug, the romantic kiss and the smooch.<br />
<br />
So I've gone and done something about it.<br />
<br />
My idea is the following: if your sim is already friends with the walkby, they will greet them according to the level of their relationship: a friendly hug, a romantic kiss or a smooch as appropriate. But if they're not friends yet, the nature of the greeting will be determined by other factors in an attempt to speed up the relationship's growth.<br />
<br />
Just to be nice and friendly, your sims *must* meet either of the following three:<br />
Nice sims (7+ in Niceness) will wish to please the walkby by honoring their cultural stance and using the right gesture.<br />
Charismatic sims (7+ in Charisma) have *learned* to think about the other sim's feelings, and will show off this ability.<br />
Outgoing sims (7+ in Outgoingness) will just recognize this as an excellent opportunity to show off, period! (as of v1.01)<br />
<br />
But to actually get it right, they also must have either one of the following two:<br />
Serious sims (3- in Playfulness), having observed the people around them, instinctively know how to approach their target.<br />
Logical sims (7+ in Logic) will want the intellectual satisfaction of having correctly determined the right gesture from subtle signals that the walkby emits.<br />
<br />
So any sim who meets two requirements - one from each set - will use either an innate ability or a learned skill to select the correct gesture for their target sim, even if you simply chose the standard "Greet &lt;person&gt;", or when they are autonomous!<br />
<br />
All others, however, will just mess about in the normal fashion, choosing the standard greeting. Also, the above does *NOT* apply to the special Vacation greetings introduced in BV, because those need to be learned first. (Cyjon <span style="font-weight: bold;"><a href="http://cyjon.net/node/420" target="_blank">has a mod</a></span> for that!)<br />
<br />
This mod *may* even affect how some of the social group townies respond to townies of other groups: not choosing their OWN gesture, but that of the other to confuse the heck out of innocent by-standers! <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
This also works quite well with Marhis' mod <a href="http://www.modthesims.info/d/310786" target="_blank"><span style="font-weight: bold;">AL Social Groups for playables</span></a><del>, although it does not (yet) check a target's inventory to find out if they have any of the Social Group supplies with them. I might add that in a future update, just like I might also add config options to change the requirements. Let's first see, though, if this is to anyone's taste</del>.<br />
<br />
<br />
<span style="font-weight: bold;">UPDATE May 26th, 2015</span>: Version 1.01 - Special feature! This mod could already load side-by-side with Marhis' <a href="http://www.modthesims.info/d/310786" target="_blank"><span style="font-weight: bold;">AL Social Groups for playables</span></a> without any conflicts, but that wasn't enough for me. So now  my (and your) sims can recognize Marhis' <span style="font-style: italic;">Social Group playables</span> as I call them, too. But for those *custom groupies* to be included, you *must* have Marhis' mod installed! After all, I want her to get the rightful credit as well!<br />
One little extra: because they are such <span style="font-weight: bold;">Show Off</span>s, Very Outgoing Sims (7+ in Outgoingness) no longer need to be Nice or have high Charisma to use this power.<br />
<br />
<span style="font-weight: bold;">UPDATE June 7th, 2015</span>: Version 1.02 - This version fixes a bug where the mod failed to flag visitors/walkbys as greeted, even after succesfully performing the right greet.<br />
<br />
<span style="font-weight: bold;">NOTE</span>: Because Social Groups are an Apartment Life feature, you should NOT download this mod, if you do NOT have AL.<br />
<br />
Happy Simmimg!<br />
Fake Out!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Less Bust-A-Move]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3706</link>
			<pubDate>Wed, 13 Jun 2012 18:51:46 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3706</guid>
			<description><![CDATA[Yet another attempt at setting some more sensible limits to one of the sims' interactions, this time we tackle 'Bust-A-Move'.<br />
<br />
The EAxoids had set the following limits:<ul>
<li>sims need to have at least level 6 in Dancing skill (makes sense, I wouldn't have it any other way)</li>
<li>every teen, adult or elder can do it, but adults and elders can NOT use this interaction towards a teen, though the other way around *does* work... WTF?</li>
<li>then, of course, there are some social eligibility checks, but those are not important.<br />
</li></ul>
<br />
In response to <a href="http://simsasylum.com/tfm/index.php?/topic/2485-marco-polo-bust-a-move-and-running/page__pid__42249#entry42249" target="_blank">a request by Yetyak</a>, I've imposed the following limits, all configurable in a BCON named "Social - Bust-A-Move limits":<ul>
<li>"Enable Teen-Adult?" (0 = no, 1 = yes) determines if adults and elders are allowed to "Bust-A-Move" towards a teen.</li>
<li>"Minimal Active required" (default 300 on a scale of 0..1000, set to 0 if you don't want an activity limit) sets the minimal number of active points a sim must have to be able to do this. Lazy sims (less than 3 active points) will NOT autonomously Bust-A-Move.</li>
<li>"Minimal Outgoing required" (default 300 on a scale of 0..1000, set to 0 if you don't want an outgoing limit) sets the minimal number of outgoing points a sim must have to be able to do this. Shy sims (less than 3 outgoing points) will NOT autonomously Bust-A-Move.</li>
<li>"Maximum Fatness allowed" (default 666 on a scale of 0..1000, set to 1000 if you don't want a fat limit) sets how fat a sim may be and still be allowed to Bust-A-Move. Sims with their fitness in the lower one-third of the spectrum will NOT autonomously Bust-A-Move.</li>
<li>"Maximum Age allowed" (default = 3, 2 = teen, 3 = adult, 4 = elder) determines at what age sims can still autonomously do this. Elders are often too brittle-boned to risk such acrobatic moves, so I've set it to adult by default!<br />
</li></ul>
<br />
I've not touched the Dance-skill level requirement or the social eligibility checks, because I think those make sense as far as I understand them.<br />
<br />
<span style="font-weight: bold;">NOTE</span>: This mod <span style="color: red;"><span style="font-weight: bold;">requires</span></span> Cyjon's <a href="http://drupal.cyjon.net/node/323" target="_blank">Smarter EP Check</a>. It will not work properly without it!<br />
<br />
So there you have it. This should do.]]></description>
			<content:encoded><![CDATA[Yet another attempt at setting some more sensible limits to one of the sims' interactions, this time we tackle 'Bust-A-Move'.<br />
<br />
The EAxoids had set the following limits:<ul>
<li>sims need to have at least level 6 in Dancing skill (makes sense, I wouldn't have it any other way)</li>
<li>every teen, adult or elder can do it, but adults and elders can NOT use this interaction towards a teen, though the other way around *does* work... WTF?</li>
<li>then, of course, there are some social eligibility checks, but those are not important.<br />
</li></ul>
<br />
In response to <a href="http://simsasylum.com/tfm/index.php?/topic/2485-marco-polo-bust-a-move-and-running/page__pid__42249#entry42249" target="_blank">a request by Yetyak</a>, I've imposed the following limits, all configurable in a BCON named "Social - Bust-A-Move limits":<ul>
<li>"Enable Teen-Adult?" (0 = no, 1 = yes) determines if adults and elders are allowed to "Bust-A-Move" towards a teen.</li>
<li>"Minimal Active required" (default 300 on a scale of 0..1000, set to 0 if you don't want an activity limit) sets the minimal number of active points a sim must have to be able to do this. Lazy sims (less than 3 active points) will NOT autonomously Bust-A-Move.</li>
<li>"Minimal Outgoing required" (default 300 on a scale of 0..1000, set to 0 if you don't want an outgoing limit) sets the minimal number of outgoing points a sim must have to be able to do this. Shy sims (less than 3 outgoing points) will NOT autonomously Bust-A-Move.</li>
<li>"Maximum Fatness allowed" (default 666 on a scale of 0..1000, set to 1000 if you don't want a fat limit) sets how fat a sim may be and still be allowed to Bust-A-Move. Sims with their fitness in the lower one-third of the spectrum will NOT autonomously Bust-A-Move.</li>
<li>"Maximum Age allowed" (default = 3, 2 = teen, 3 = adult, 4 = elder) determines at what age sims can still autonomously do this. Elders are often too brittle-boned to risk such acrobatic moves, so I've set it to adult by default!<br />
</li></ul>
<br />
I've not touched the Dance-skill level requirement or the social eligibility checks, because I think those make sense as far as I understand them.<br />
<br />
<span style="font-weight: bold;">NOTE</span>: This mod <span style="color: red;"><span style="font-weight: bold;">requires</span></span> Cyjon's <a href="http://drupal.cyjon.net/node/323" target="_blank">Smarter EP Check</a>. It will not work properly without it!<br />
<br />
So there you have it. This should do.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Multi-key Dorm-Doors]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3686</link>
			<pubDate>Sat, 09 Jun 2012 20:01:33 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3686</guid>
			<description><![CDATA[Quite a while back, <a href="http://simsasylum.com/tfm/index.php?/user/1-twoftmama/" target="_blank">TwoFtMama</a> asked me if my <a href="http://www.leefish.nl/mybb/showthread.php?tid=935" target="_blank">BO - Remote Dorm-Doors</a> worked with cathair2005's <a href="http://www.modthesims.info/download.php?t=205734" target="_blank">Myne door allows multiple sims</a>. It does!<br />
<br />
But while I was examining cathair's mod, I found that I don't really agree with their method. A sim should not be able to help themselves to the key of someone else's room! If your neighbor helped themselves to a key of your house, you'd call them a burglar and notify the police, if you don't shoot that neighbor yourself!<br />
<br />
So, here's *my* implementation: <span style="font-weight: bold;">BO - Multi-key Dorm-Doors</span>. This mod also works just peachy with my <span style="font-weight: bold;">BO - Remote Dorm-Doors</span>, but - of course - NOT with cathair's mod.<br />
<br />
How my mod works:<ul>
<li>To give a sim a key, click on the outside of the door you want them to have a key of, and select "Keys.../Give key to.../&lt;sim's name&gt;"</li>
<li>To take back a key, click on the outside of the door you want to remove the key to, and select "Keys.../Take key from.../&lt;sim's name&gt;"</li>
<li>Only sims in the active family can give away keys or take them back. So a dormie made selectable, can NOT give other sims a key to their room!</li>
<li>Sims can ONLY give/take keys to rooms that they themselves have access to.</li>
<li>Sims can NOT remove any keys from themselves. This is to prevent you from accidentally evicting a sim by removing their key to their own room. That's what the 'Unclaim' interaction was meant for!<br />
</li></ul>
<br />
A bonus to my method is, that when you remove a key from a sim, they don't immediately lose ALL their dorm-door keys, but only the key that you took back! Cathair's mod uses the Maxis routine for removing keys, which isn't this courteous: it removes ALL keys at once, thereby effectively evicting the sim from whatever dorm they may have their room in!<br />
<br />
Also, Cathair's mod wasn't really a mod. It's a <span style="font-weight: bold;">complete</span> replacement cloned from the original door! That's wasting a lot of space needlessly. Evidence: cathair's mod is 236kB in size, which is over 100 times as big as my take on it <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
Drawback: currently, my mod is English-only, and it will even force this language choice upon the default dorm-door options. If you play your game in a different language, please supply me with the correct translation for the following two menu options, and I'll update the mod to include your language! The menu options to be translated are:<ul>
<li>"Keys.../Give key to..."</li>
<li>"Keys.../Take key from..."<br />
</li></ul>
<br />
<span style="font-weight: bold;">UPDATE, June 11th, 2012</span>: Added Swedish (thank you, <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=517" target="_blank">NixNivis</a>) and Dutch languages to the menu options.<br />
<br />
<span style="font-weight: bold;">UPDATE, June 19th, 2015</span>: Added German translation, courtesy of <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=2114" target="_blank">bellaSquared</a>.<br />
<br />
<span style="font-weight: bold;">UPDATE, March 15th, 2016</span>: Added French translation, courtesy of <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=2327" target="_blank">Essa</a>.<br />
<br />
Of course, for this mod to do anything at all, you NEED to have UNI installed.<br />
<br />
So this is especially for TwoFtMama, although everyone else may dl and use it too, of course <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
Enjoy!]]></description>
			<content:encoded><![CDATA[Quite a while back, <a href="http://simsasylum.com/tfm/index.php?/user/1-twoftmama/" target="_blank">TwoFtMama</a> asked me if my <a href="http://www.leefish.nl/mybb/showthread.php?tid=935" target="_blank">BO - Remote Dorm-Doors</a> worked with cathair2005's <a href="http://www.modthesims.info/download.php?t=205734" target="_blank">Myne door allows multiple sims</a>. It does!<br />
<br />
But while I was examining cathair's mod, I found that I don't really agree with their method. A sim should not be able to help themselves to the key of someone else's room! If your neighbor helped themselves to a key of your house, you'd call them a burglar and notify the police, if you don't shoot that neighbor yourself!<br />
<br />
So, here's *my* implementation: <span style="font-weight: bold;">BO - Multi-key Dorm-Doors</span>. This mod also works just peachy with my <span style="font-weight: bold;">BO - Remote Dorm-Doors</span>, but - of course - NOT with cathair's mod.<br />
<br />
How my mod works:<ul>
<li>To give a sim a key, click on the outside of the door you want them to have a key of, and select "Keys.../Give key to.../&lt;sim's name&gt;"</li>
<li>To take back a key, click on the outside of the door you want to remove the key to, and select "Keys.../Take key from.../&lt;sim's name&gt;"</li>
<li>Only sims in the active family can give away keys or take them back. So a dormie made selectable, can NOT give other sims a key to their room!</li>
<li>Sims can ONLY give/take keys to rooms that they themselves have access to.</li>
<li>Sims can NOT remove any keys from themselves. This is to prevent you from accidentally evicting a sim by removing their key to their own room. That's what the 'Unclaim' interaction was meant for!<br />
</li></ul>
<br />
A bonus to my method is, that when you remove a key from a sim, they don't immediately lose ALL their dorm-door keys, but only the key that you took back! Cathair's mod uses the Maxis routine for removing keys, which isn't this courteous: it removes ALL keys at once, thereby effectively evicting the sim from whatever dorm they may have their room in!<br />
<br />
Also, Cathair's mod wasn't really a mod. It's a <span style="font-weight: bold;">complete</span> replacement cloned from the original door! That's wasting a lot of space needlessly. Evidence: cathair's mod is 236kB in size, which is over 100 times as big as my take on it <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
Drawback: currently, my mod is English-only, and it will even force this language choice upon the default dorm-door options. If you play your game in a different language, please supply me with the correct translation for the following two menu options, and I'll update the mod to include your language! The menu options to be translated are:<ul>
<li>"Keys.../Give key to..."</li>
<li>"Keys.../Take key from..."<br />
</li></ul>
<br />
<span style="font-weight: bold;">UPDATE, June 11th, 2012</span>: Added Swedish (thank you, <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=517" target="_blank">NixNivis</a>) and Dutch languages to the menu options.<br />
<br />
<span style="font-weight: bold;">UPDATE, June 19th, 2015</span>: Added German translation, courtesy of <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=2114" target="_blank">bellaSquared</a>.<br />
<br />
<span style="font-weight: bold;">UPDATE, March 15th, 2016</span>: Added French translation, courtesy of <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=2327" target="_blank">Essa</a>.<br />
<br />
Of course, for this mod to do anything at all, you NEED to have UNI installed.<br />
<br />
So this is especially for TwoFtMama, although everyone else may dl and use it too, of course <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
Enjoy!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Sanitary Sanity]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3659</link>
			<pubDate>Sat, 02 Jun 2012 23:08:53 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3659</guid>
			<description><![CDATA[There are two mods that I found very useful: TJ's <a href="http://www.simbology.com/smf/index.php?topic=15.0" target="_blank">Always Flush Toilets/Wash Hands</a> and Squinge's <a href="http://www.insimenator.org/index.php/topic,37056.0.html" target="_blank">Male Sims Pee Sitting</a>.<br />
The first makes sense, the second is only useful because sitting down to pee resets the glitchy arm after a sim had a mug of coffee AND it puts an end to the annoying xylophone-wee that little boys do...<br />
<br />
But there was a problem: These two mods both change the same BHAV, so they can not be used simultaneously.<br />
<br />
So I've combined both features into one mod: <span style="font-weight: bold;">BO - Sanitary Sanity</span>! Now ALL sims use the toilet sitting; they always flush, and neat enough sims (neatness 3 or more) wash their hands.<br />
<br />
There are two versions of this mod: the normal version, and the No-Privacy (NP) version. The latter should stop most (but probably not exactly ALL) sims from shooing others out of the bathroom.]]></description>
			<content:encoded><![CDATA[There are two mods that I found very useful: TJ's <a href="http://www.simbology.com/smf/index.php?topic=15.0" target="_blank">Always Flush Toilets/Wash Hands</a> and Squinge's <a href="http://www.insimenator.org/index.php/topic,37056.0.html" target="_blank">Male Sims Pee Sitting</a>.<br />
The first makes sense, the second is only useful because sitting down to pee resets the glitchy arm after a sim had a mug of coffee AND it puts an end to the annoying xylophone-wee that little boys do...<br />
<br />
But there was a problem: These two mods both change the same BHAV, so they can not be used simultaneously.<br />
<br />
So I've combined both features into one mod: <span style="font-weight: bold;">BO - Sanitary Sanity</span>! Now ALL sims use the toilet sitting; they always flush, and neat enough sims (neatness 3 or more) wash their hands.<br />
<br />
There are two versions of this mod: the normal version, and the No-Privacy (NP) version. The latter should stop most (but probably not exactly ALL) sims from shooing others out of the bathroom.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Skill while Tinkering]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3445</link>
			<pubDate>Tue, 08 May 2012 13:09:13 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3445</guid>
			<description><![CDATA[If you have FreeTime installed, when sims are studying the Mechanical skill, they also gain Tinkering enthusiasm. Now that's all fine and dandy, but shouldn't it also work the other way around, so that while a sim is Tinkering, they gain more Mechanical skill?<br />
<br />
Apparently NOT in the minds of the EAxians! But fortunately, AncientHighway came up with the solution: he wrote a mod - ah-tinkeringskillsmechanical - which added just that! However, when I put that mod in my game, any sim who had at least one point of Tinkering enthusiasm, would not be able to Tinker at all anymore: anytime when I ordered them to Tinker, they would just jump, and be reset!<br />
<br />
So I opened up AH's mod, and investigated the issue. The search required me to investigate Skill- and Enthusiasm-gain in general as well, so I dove into the objects.package too. My search was successful: sims can now Tinker as much as they like, but they will not jump anymore!<br />
<br />
Then I noticed something else: while this worked on kitchen appliances, bath tubs, showers, stereos and TVs, it did NOT do any good for sims tinkering with the Exerto 5000 Multipress Excercise Machine, any of the Hot Tubs, or the Modular Synth. They were simply never included in AH's mod. So I went on another mission, and included those into the mod as well.<br />
<br />
So now I bring you <span style="font-weight: bold;">BO - Skill while Tinkering</span>. With this mod, whenever a sim is Tinkering, they will gain Mechanical skill.<br />
<br />
<span style="font-weight: bold;">NOTE</span>: If you do NOT have FreeTime installed, there's no need for you to install this mod, because your sims won't be able to tinker anyway!<br />
<br />
Happy Simming!]]></description>
			<content:encoded><![CDATA[If you have FreeTime installed, when sims are studying the Mechanical skill, they also gain Tinkering enthusiasm. Now that's all fine and dandy, but shouldn't it also work the other way around, so that while a sim is Tinkering, they gain more Mechanical skill?<br />
<br />
Apparently NOT in the minds of the EAxians! But fortunately, AncientHighway came up with the solution: he wrote a mod - ah-tinkeringskillsmechanical - which added just that! However, when I put that mod in my game, any sim who had at least one point of Tinkering enthusiasm, would not be able to Tinker at all anymore: anytime when I ordered them to Tinker, they would just jump, and be reset!<br />
<br />
So I opened up AH's mod, and investigated the issue. The search required me to investigate Skill- and Enthusiasm-gain in general as well, so I dove into the objects.package too. My search was successful: sims can now Tinker as much as they like, but they will not jump anymore!<br />
<br />
Then I noticed something else: while this worked on kitchen appliances, bath tubs, showers, stereos and TVs, it did NOT do any good for sims tinkering with the Exerto 5000 Multipress Excercise Machine, any of the Hot Tubs, or the Modular Synth. They were simply never included in AH's mod. So I went on another mission, and included those into the mod as well.<br />
<br />
So now I bring you <span style="font-weight: bold;">BO - Skill while Tinkering</span>. With this mod, whenever a sim is Tinkering, they will gain Mechanical skill.<br />
<br />
<span style="font-weight: bold;">NOTE</span>: If you do NOT have FreeTime installed, there's no need for you to install this mod, because your sims won't be able to tinker anyway!<br />
<br />
Happy Simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Immunity Controller]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3329</link>
			<pubDate>Tue, 10 Apr 2012 22:18:50 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3329</guid>
			<description><![CDATA[Do *you* think:<ul>
<li>Servos should be able to catch a cold? I don't!</li>
<li>sickness should affect Dead sims? I don't!</li>
<li>it's silly for Plantsims to be infected with Poison Ivy? I do!</li>
<li>Vampires ought to be immune? So do I!<br />
</li></ul>
<br />
So here's an alternative to Maxis' idea of sickness. With this file in your mods folder, Servos and Dead sims will NOT get sick, ever. (They both did, originally!)<br />
<br />
And Zombies, Vampires, Werewolves, Plantsims and Witches will also be immune, but if you want any of those latter groups to still be able to get sick, you can make it happen. Just open the package in SimPE, and alter the relevant line in the BCON to read 0 in stead of 1.<br />
<br />
That's all there is to it!<br />
<br />
<span style="font-weight: bold;">Update, April 11th, 2012</span>: Two major failures fixed:<ul>
<li>I failed to include a test for the presence of AL or M&amp;G, and as a result of which errors would occur. FIXED.</li>
<li>Disease marker tiles would STILL affect sims that should NOT get sick. FIXED.<br />
</li></ul>
<br />
The second fix does pose a bit of a snag, though: there are now TWO BCONs, which BOTH must be altered, if you want a certain type of sim to still get sick.<br />
<br />
<span style="font-weight: bold;">Update, April 12th, 2012</span>: And again, a major fail fixed: Testing the wrong variable will not cause the mod to work very well. Re-download is required. Sorry about that.<br />
<br />
<span style="font-weight: bold;">NEW</span>: Now also (separately) available - Allergy Controller. Does for allergies what the Immunity Controller does for sickness, and also prevents hoverbots (even custom ones as available at SimWardrobe, for example) from sneezing. Allergy Controller has its own BCON to configure allergies for your sims.<br />
<br />
Happy, germ-free simming!]]></description>
			<content:encoded><![CDATA[Do *you* think:<ul>
<li>Servos should be able to catch a cold? I don't!</li>
<li>sickness should affect Dead sims? I don't!</li>
<li>it's silly for Plantsims to be infected with Poison Ivy? I do!</li>
<li>Vampires ought to be immune? So do I!<br />
</li></ul>
<br />
So here's an alternative to Maxis' idea of sickness. With this file in your mods folder, Servos and Dead sims will NOT get sick, ever. (They both did, originally!)<br />
<br />
And Zombies, Vampires, Werewolves, Plantsims and Witches will also be immune, but if you want any of those latter groups to still be able to get sick, you can make it happen. Just open the package in SimPE, and alter the relevant line in the BCON to read 0 in stead of 1.<br />
<br />
That's all there is to it!<br />
<br />
<span style="font-weight: bold;">Update, April 11th, 2012</span>: Two major failures fixed:<ul>
<li>I failed to include a test for the presence of AL or M&amp;G, and as a result of which errors would occur. FIXED.</li>
<li>Disease marker tiles would STILL affect sims that should NOT get sick. FIXED.<br />
</li></ul>
<br />
The second fix does pose a bit of a snag, though: there are now TWO BCONs, which BOTH must be altered, if you want a certain type of sim to still get sick.<br />
<br />
<span style="font-weight: bold;">Update, April 12th, 2012</span>: And again, a major fail fixed: Testing the wrong variable will not cause the mod to work very well. Re-download is required. Sorry about that.<br />
<br />
<span style="font-weight: bold;">NEW</span>: Now also (separately) available - Allergy Controller. Does for allergies what the Immunity Controller does for sickness, and also prevents hoverbots (even custom ones as available at SimWardrobe, for example) from sneezing. Allergy Controller has its own BCON to configure allergies for your sims.<br />
<br />
Happy, germ-free simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Smustle Limited]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3302</link>
			<pubDate>Sat, 07 Apr 2012 02:47:39 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3302</guid>
			<description><![CDATA[The logic for this mod is identical to the logic for <a href="http://www.leefish.nl/mybb/thread-2401.html" target="_blank">BO - Vacation-Actions Limited</a>. That is to say:<ul>
<li>Everyone can autonomously smustle as much as they like on Downtown lots.</li>
<li>Downtownies can autonomously smustle anytime, anywhere.<br />
</li></ul>
The MDF version is meant for those that want to use this with the added limitations of my <a href="http://www.leefish.nl/mybb/showthread.php?tid=937" target="_blank"><span style="font-weight: bold;">Music & Dance Fixes</span></a> mod.<br />
<br />
<span style="font-weight: bold;">NOTE</span>: Of course, you use only ONE version at a time!<br />
<br />
Credits: this mod is based on a suggestion made by rawmilk905. Thank you, Grass! <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />]]></description>
			<content:encoded><![CDATA[The logic for this mod is identical to the logic for <a href="http://www.leefish.nl/mybb/thread-2401.html" target="_blank">BO - Vacation-Actions Limited</a>. That is to say:<ul>
<li>Everyone can autonomously smustle as much as they like on Downtown lots.</li>
<li>Downtownies can autonomously smustle anytime, anywhere.<br />
</li></ul>
The MDF version is meant for those that want to use this with the added limitations of my <a href="http://www.leefish.nl/mybb/showthread.php?tid=937" target="_blank"><span style="font-weight: bold;">Music & Dance Fixes</span></a> mod.<br />
<br />
<span style="font-weight: bold;">NOTE</span>: Of course, you use only ONE version at a time!<br />
<br />
Credits: this mod is based on a suggestion made by rawmilk905. Thank you, Grass! <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Unbreakable Elevators]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3177</link>
			<pubDate>Tue, 13 Mar 2012 18:37:11 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3177</guid>
			<description><![CDATA[Yes, I know: Squinge already <a href="http://www.insimenator.org/index.php/topic,7460.0.html" target="_blank">made something like this</a>. However, neither of his versions has ever been updated beyond Glamour Life. And according to Squinge himself, one of his versions isn't compatible with the OFB version of Inteen.<br />
<br />
My version, though, is smaller, should work with any combination of EPs/SPs, and should NOT conflict with anything!<br />
<br />
Elevators simply will not break anymore, EVER!<br />
<br />
<br />
Safe simming!]]></description>
			<content:encoded><![CDATA[Yes, I know: Squinge already <a href="http://www.insimenator.org/index.php/topic,7460.0.html" target="_blank">made something like this</a>. However, neither of his versions has ever been updated beyond Glamour Life. And according to Squinge himself, one of his versions isn't compatible with the OFB version of Inteen.<br />
<br />
My version, though, is smaller, should work with any combination of EPs/SPs, and should NOT conflict with anything!<br />
<br />
Elevators simply will not break anymore, EVER!<br />
<br />
<br />
Safe simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Ghost Busters (the mods)]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3077</link>
			<pubDate>Thu, 16 Feb 2012 12:28:13 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3077</guid>
			<description><![CDATA[This is a set of two tiny mods:<br />
<ol type="1">
<li>Ghosts-Be-Gone alters the routine that determines whether a ghost should spawn to haunt the place. With this mod in place, ghosts should NEVER appear.</li>
<li>Grimmy-Be-Gone short-circuits the Grim Reaper. When someone dies, their Tombstone will appear immediately, without the whole GR game-show.<br />
</li></ol>
<br />
<br />
BEWARE: These mods are currently in testing! Although I don't think there's anything wrong with them, there is still the possibility that I missed something. Testing Ghosts-Be-Gone in particular is a time consuming business.<br />
<br />
I'd be very grateful to anyone willing to try them and report their findings.]]></description>
			<content:encoded><![CDATA[This is a set of two tiny mods:<br />
<ol type="1">
<li>Ghosts-Be-Gone alters the routine that determines whether a ghost should spawn to haunt the place. With this mod in place, ghosts should NEVER appear.</li>
<li>Grimmy-Be-Gone short-circuits the Grim Reaper. When someone dies, their Tombstone will appear immediately, without the whole GR game-show.<br />
</li></ol>
<br />
<br />
BEWARE: These mods are currently in testing! Although I don't think there's anything wrong with them, there is still the possibility that I missed something. Testing Ghosts-Be-Gone in particular is a time consuming business.<br />
<br />
I'd be very grateful to anyone willing to try them and report their findings.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Less Dance on Toes]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3066</link>
			<pubDate>Mon, 13 Feb 2012 15:37:19 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3066</guid>
			<description><![CDATA[If you don't like sims to autonomously Dancing on Toes as much as they do by default, then this mod is for you.<br />
First of all, just like TwoJeffs' "No Dancing in Silence", this mod wil NOT allow the "Dance on Toes" interaction (not even user-directed) if there is no Stereo currently playing in the target sim's room. Also, if Seasons is installed, sims will NOT autonomously do this interaction outside in winter.<br />
On top of all that, you can configure which sims CAN or can NOT do it. The foillowing are the settings available in the "Tuning - Autonomy Settings" BCON:<br />
<ul>
<li>Relaxed test - Males: if this setting is 0, a sim MUST satisfy AT LEAST ONE of the extra tests. If this setting is 1, male sims can Dance on Toes at will.</li>
<li>Relaxed test - Females: identical to the above, but only for females.</li>
<li>Extra tests:<ul>
<li>If "Music &amp; Dance enabled" is set to 1, any sim who either has Music &amp; Dance as their predestined hobby OR has more than the set minimum Music &amp; Dance enthusiasm, can dance on toes autonomously. (Works only if you have FT)</li>
<li>If "Activity enabled" is set to 1, any sim who has enough points in their Lazy/Active personality trait, can dance on toes autonomously.</li>
<li>If "Niceness enabled" is set to 1, any sim who has enough points in their Grouchy/Nice personality trait, can dance on toes autonomously.<br />
</li></ul>
</li></ul>
<br />
The default settings allow females to autonomously dance on toes at any time, but requires males to pass AT LEAST ONE extra test. Minimum Music &amp; Dance enthusiasm is set to 6, minimum Activity and Niceness are set to 5.<br />
<br />
NOTE #1: For the minimum values mentioned above, it's important to remember that they are stored as values in the range 0 through 1000, where 1000 corresponds with 10 points in the sim's control panel. So if you want to set a minimum value of 6 points, for example, you use 600 for that setting in this BCON.<br />
NOTE #2: Any of the tests ONLY apply to the sim who initiates the Dance on Toes interaction. The target sim is NOT affected by this mod, but will accept or decline according to standard Maxis rules.<br />
<br />
SPECIAL TRICK #1: If you set "Relaxed test" to 0 for both genders AND disable Music &amp; Dance, Activity and Niceness as well, this mod will completely block all autonomous Dance on Toes interactions.<br />
SPECIAL TRICK #2: If you set "Relaxed test" to 1 for both genders, all extra tests will be bypassed, effectively disabling this mod and allowing everyone to dance on toes at will (but only in the same room as a working stereo, and NOT outside in winter).<br />
<br />
Compatibilty: If you don't have at least OFB, you will NOT need this mod, because your sims can't dance on toes anyway.<br />
Also, this mod MUST load AFTER anything it conflicts with! If you have TwoJeffs' "No Dancing in Silence", you can delete that, because it's already included in this mod.<br />
<br />
<span style="font-weight: bold;">UPDATE, Februari 14, 2012</span>: A new Extra test is now available, allowing Outgoing sims to dance on toes, if they make pass the minimum Outgoingness level.<br />
Also, a new option has been added to the Activity and Niceness settings: when these traits are set to be mandatory, they are no longer EXTRA tests. In stead, regardless of anything else, these minima MUST be met for the sim to even consider dancing on toes.<br />
<br />
Happy Simming,<br />
BO]]></description>
			<content:encoded><![CDATA[If you don't like sims to autonomously Dancing on Toes as much as they do by default, then this mod is for you.<br />
First of all, just like TwoJeffs' "No Dancing in Silence", this mod wil NOT allow the "Dance on Toes" interaction (not even user-directed) if there is no Stereo currently playing in the target sim's room. Also, if Seasons is installed, sims will NOT autonomously do this interaction outside in winter.<br />
On top of all that, you can configure which sims CAN or can NOT do it. The foillowing are the settings available in the "Tuning - Autonomy Settings" BCON:<br />
<ul>
<li>Relaxed test - Males: if this setting is 0, a sim MUST satisfy AT LEAST ONE of the extra tests. If this setting is 1, male sims can Dance on Toes at will.</li>
<li>Relaxed test - Females: identical to the above, but only for females.</li>
<li>Extra tests:<ul>
<li>If "Music &amp; Dance enabled" is set to 1, any sim who either has Music &amp; Dance as their predestined hobby OR has more than the set minimum Music &amp; Dance enthusiasm, can dance on toes autonomously. (Works only if you have FT)</li>
<li>If "Activity enabled" is set to 1, any sim who has enough points in their Lazy/Active personality trait, can dance on toes autonomously.</li>
<li>If "Niceness enabled" is set to 1, any sim who has enough points in their Grouchy/Nice personality trait, can dance on toes autonomously.<br />
</li></ul>
</li></ul>
<br />
The default settings allow females to autonomously dance on toes at any time, but requires males to pass AT LEAST ONE extra test. Minimum Music &amp; Dance enthusiasm is set to 6, minimum Activity and Niceness are set to 5.<br />
<br />
NOTE #1: For the minimum values mentioned above, it's important to remember that they are stored as values in the range 0 through 1000, where 1000 corresponds with 10 points in the sim's control panel. So if you want to set a minimum value of 6 points, for example, you use 600 for that setting in this BCON.<br />
NOTE #2: Any of the tests ONLY apply to the sim who initiates the Dance on Toes interaction. The target sim is NOT affected by this mod, but will accept or decline according to standard Maxis rules.<br />
<br />
SPECIAL TRICK #1: If you set "Relaxed test" to 0 for both genders AND disable Music &amp; Dance, Activity and Niceness as well, this mod will completely block all autonomous Dance on Toes interactions.<br />
SPECIAL TRICK #2: If you set "Relaxed test" to 1 for both genders, all extra tests will be bypassed, effectively disabling this mod and allowing everyone to dance on toes at will (but only in the same room as a working stereo, and NOT outside in winter).<br />
<br />
Compatibilty: If you don't have at least OFB, you will NOT need this mod, because your sims can't dance on toes anyway.<br />
Also, this mod MUST load AFTER anything it conflicts with! If you have TwoJeffs' "No Dancing in Silence", you can delete that, because it's already included in this mod.<br />
<br />
<span style="font-weight: bold;">UPDATE, Februari 14, 2012</span>: A new Extra test is now available, allowing Outgoing sims to dance on toes, if they make pass the minimum Outgoingness level.<br />
Also, a new option has been added to the Activity and Niceness settings: when these traits are set to be mandatory, they are no longer EXTRA tests. In stead, regardless of anything else, these minima MUST be met for the sim to even consider dancing on toes.<br />
<br />
Happy Simming,<br />
BO]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Less Jump Rope]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3065</link>
			<pubDate>Mon, 13 Feb 2012 15:34:23 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3065</guid>
			<description><![CDATA[If you don't like sims to autonomously jump rope as much as they do by default, then this mod is for you.<br />
First of all, if you have Seasons installed, sims will NOT autonomously jump rope outside in winter. Also, when a sim decides to autonomously jump rope, they will ALWAYS use the highest difficulty setting available to them.<br />
On top of that, you can configure which sims CAN or can NOT do it. The following are the settings available in the "Tuning - Autonomy Settings" BCON:<br />
<ul>
<li>Relaxed test - Males: if this setting is 0, males MUST satisfy AT LEAST ONE of the extra tests to be allowed to jump rope autonomously. If this setting is 1, sims that meet the Maximum age requirement can jump rope without further testing.</li>
<li>Relaxed test - Females: identical to the above, but only for females.</li>
<li>Maximum age: Sims older than this maximum MUST satisfy AT LEAST ONE extra test, while others may jump rope without further testing.</li>
<li>Extra tests:<ul>
<li>If "Fitness enabled" is set to 1, any sim who either has Fitness as their predestined hobby OR has more than the set minimum Fitness enthusiasm, can jump rope autonomously. (Works only if you have FT)</li>
<li>If "Sports enabled" is set to 1, any sim who either has Sports as their predestined hobby OR has more than the set minimum Sports enthusiasm, can jump rope autonomously. (Works only if you have FT)</li>
<li>If "Activity enabled" is set to 1, any sim who has enough points in their Lazy/Active personality trait, can jump rope autonomously.<br />
</li></ul>
</li></ul>
<br />
The Default settings allow female children to jump rope at any time, but requires everyone else to pass AT LEAST ONE extra test. Minimum Fitness and Sports enthusiasm are set to 6, minimum Activity is set to 5.<br />
<br />
NOTE: For the minimum values mentioned above, it's important to remember that they are stored as values in the range 0 through 1000, where 1000 corresponds with 10 points in the sim's control panel. So if you want to set a minimum value of 6 points, for example, you use 600 for that setting in this BCON.<br />
<br />
SPECIAL TRICK #1: If you set "Relaxed test" to 0 for both genders AND disable Fitness, Sports and Activity as well, this mod will completely block all autonomous Jump Rope interactions.<br />
SPECIAL TRICK #2: If you set "Relaxed test" to 1 for both genders AND set the Maximum age to 4 (Elder), all extra tests will be bypassed, effectively disabling this mod and allowing everyone to jump rope at will (but NOT outside in winter).<br />
<br />
Compatibilty: If you don't have at least AL, you will NOT need this mod, because your sims can't Jump Rope anyway.<br />
Also, this conflicts with TwoJeffs' Play Sanity Fixes and similar hacks by others. For my mod to work, it MUST load AFTER anything it conflicts with!<br />
<br />
<br />
Happy Simming,<br />
BO]]></description>
			<content:encoded><![CDATA[If you don't like sims to autonomously jump rope as much as they do by default, then this mod is for you.<br />
First of all, if you have Seasons installed, sims will NOT autonomously jump rope outside in winter. Also, when a sim decides to autonomously jump rope, they will ALWAYS use the highest difficulty setting available to them.<br />
On top of that, you can configure which sims CAN or can NOT do it. The following are the settings available in the "Tuning - Autonomy Settings" BCON:<br />
<ul>
<li>Relaxed test - Males: if this setting is 0, males MUST satisfy AT LEAST ONE of the extra tests to be allowed to jump rope autonomously. If this setting is 1, sims that meet the Maximum age requirement can jump rope without further testing.</li>
<li>Relaxed test - Females: identical to the above, but only for females.</li>
<li>Maximum age: Sims older than this maximum MUST satisfy AT LEAST ONE extra test, while others may jump rope without further testing.</li>
<li>Extra tests:<ul>
<li>If "Fitness enabled" is set to 1, any sim who either has Fitness as their predestined hobby OR has more than the set minimum Fitness enthusiasm, can jump rope autonomously. (Works only if you have FT)</li>
<li>If "Sports enabled" is set to 1, any sim who either has Sports as their predestined hobby OR has more than the set minimum Sports enthusiasm, can jump rope autonomously. (Works only if you have FT)</li>
<li>If "Activity enabled" is set to 1, any sim who has enough points in their Lazy/Active personality trait, can jump rope autonomously.<br />
</li></ul>
</li></ul>
<br />
The Default settings allow female children to jump rope at any time, but requires everyone else to pass AT LEAST ONE extra test. Minimum Fitness and Sports enthusiasm are set to 6, minimum Activity is set to 5.<br />
<br />
NOTE: For the minimum values mentioned above, it's important to remember that they are stored as values in the range 0 through 1000, where 1000 corresponds with 10 points in the sim's control panel. So if you want to set a minimum value of 6 points, for example, you use 600 for that setting in this BCON.<br />
<br />
SPECIAL TRICK #1: If you set "Relaxed test" to 0 for both genders AND disable Fitness, Sports and Activity as well, this mod will completely block all autonomous Jump Rope interactions.<br />
SPECIAL TRICK #2: If you set "Relaxed test" to 1 for both genders AND set the Maximum age to 4 (Elder), all extra tests will be bypassed, effectively disabling this mod and allowing everyone to jump rope at will (but NOT outside in winter).<br />
<br />
Compatibilty: If you don't have at least AL, you will NOT need this mod, because your sims can't Jump Rope anyway.<br />
Also, this conflicts with TwoJeffs' Play Sanity Fixes and similar hacks by others. For my mod to work, it MUST load AFTER anything it conflicts with!<br />
<br />
<br />
Happy Simming,<br />
BO]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Phones for All]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2988</link>
			<pubDate>Mon, 23 Jan 2012 10:20:36 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2988</guid>
			<description><![CDATA[Do you recognize this?<br />
<br />
You tell your sim to call someone, and there's that friggin' message that the target sim has no phone, and that you can't call sims that have no phone.<br />
Now you can either quit the current household, move into the target sim's household (if they have one) and buy them a phone, or you can use some cheats to get that sim over, and slip a cell phone in their pocket... Rather annoying, isn't it?<br />
<br />
<br />
No more of that! <span style="font-weight: bold;">Phones for All</span> simply pretends that all teens and older that do NOT live at the current lot, own a cell phone. So, as long as the target isn't a child, and you know them, you can call them, ALWAYS! Whether they really have a phone or not!<br />
<br />
NOTE: Since cell phones were introduced in the University EP, you need to have at least UNI or one later EP/SP installed for this mod to work. Base Game just won't cut it.<br />
<br />
<span style="font-weight: bold;">UPDATE: Februari 15, 2012</span>: The initial version had a 'feature'; due to an omission on my part, it treated sims of the current family as if they ALSO had cell phones. This was nice when the sim was called, because you could see their butt ring, even if they did NOT have a cell phone. But it was not so nice when you wanted them to call someone, because they didn't actually have the device. Also, it prevented you from using cheats to actually give them a cell phone! The new version addresses this issue!]]></description>
			<content:encoded><![CDATA[Do you recognize this?<br />
<br />
You tell your sim to call someone, and there's that friggin' message that the target sim has no phone, and that you can't call sims that have no phone.<br />
Now you can either quit the current household, move into the target sim's household (if they have one) and buy them a phone, or you can use some cheats to get that sim over, and slip a cell phone in their pocket... Rather annoying, isn't it?<br />
<br />
<br />
No more of that! <span style="font-weight: bold;">Phones for All</span> simply pretends that all teens and older that do NOT live at the current lot, own a cell phone. So, as long as the target isn't a child, and you know them, you can call them, ALWAYS! Whether they really have a phone or not!<br />
<br />
NOTE: Since cell phones were introduced in the University EP, you need to have at least UNI or one later EP/SP installed for this mod to work. Base Game just won't cut it.<br />
<br />
<span style="font-weight: bold;">UPDATE: Februari 15, 2012</span>: The initial version had a 'feature'; due to an omission on my part, it treated sims of the current family as if they ALSO had cell phones. This was nice when the sim was called, because you could see their butt ring, even if they did NOT have a cell phone. But it was not so nice when you wanted them to call someone, because they didn't actually have the device. Also, it prevented you from using cheats to actually give them a cell phone! The new version addresses this issue!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Multi-PT set - Tyronean Fleet]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2965</link>
			<pubDate>Thu, 19 Jan 2012 16:29:21 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2965</guid>
			<description><![CDATA[For once, I wanted to do something completely different: I've created my own set of PTs! The archive contains the following:<ul>
<li>A female replacement for the default Pollination Technician, named <a href="http://www.leefish.nl/mybb/showthread.php?tid=1409" target="_blank">Aliena Impregnata</a>.</li>
<li>Seven extra PTs: three females, and four males.</li>
<li>A copy of my <a href="http://www.leefish.nl/mybb/thread-2542.html" target="_blank">Multi-PT #8</a> mod, adjusted to work with the above PTs.<br />
</li></ul>
<br />
These PTs are all of the same race, which means there are no custom skins used. They all use the default Alien skin, or a default replacement skin, if you have one. The pictures below show them with <span style="font-weight: bold;">Calalily Sims' IRIS skin</span>, which can be found at <a href="http://sims2graveyard.com/index.php" target="_blank"><span style="font-weight: bold;">The Sims2 Graveyard</span></a> - click "Downloads", then "Calalilysims", then "Genetics" and then go to page 5 to find them.<br />
All these Aliens are either blonde or red-haired, so the Abductee's hair color has a great chance to appear on your Alien babies.<br />
<br />
These are the females:<br />
<br />
Aliena Impregnata (top) and Syrianna Impregnata (bottom).<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1854_1326989855_9ac50c26/6b288110fbce9760620a4c056166eadd/PTs%20Aliena%20%26%20Syrianna.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1854_1326989855_9ac50c26/6b288110fbce9760620a4c056166eadd/PTs%20Aliena%20%26%20Syrianna.jpg/thumb640x480" alt="" /></a><br />
<br />
Miria Talana (top) and Lelestra Entassah (bottom)<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1855_1326989855_e6cbeee2/37cbb5968bb700a47132549128c46888/PTs%20Talana%20%26%20Entassah.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1855_1326989855_e6cbeee2/37cbb5968bb700a47132549128c46888/PTs%20Talana%20%26%20Entassah.jpg/thumb640x480" alt="" /></a><br />
<br />
And these are the males:<br />
<br />
Jossan Ronarran (top) and Larro Arrameno (bottom)<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1856_1326989855_88adc97f/2e93d5ab48af3e5e9eab48596b377174/PTs%20Ronarran%20%26%20Arrameno.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1856_1326989855_88adc97f/2e93d5ab48af3e5e9eab48596b377174/PTs%20Ronarran%20%26%20Arrameno.jpg/thumb640x480" alt="" /></a><br />
<br />
Rytiro Taranos (top), and Zebreno Zebulon 27 (bottom)<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1857_1326989855_6b8cd2d0/b11c3edbeb826e6e4e0f28462debc714/PTs%20Taranos%20%26%20Zebulon.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1857_1326989855_6b8cd2d0/b11c3edbeb826e6e4e0f28462debc714/PTs%20Taranos%20%26%20Zebulon.jpg/thumb640x480" alt="" /></a><br />
<br />
Rytiro Taranos suffers from a slight deformation, which is attributed to a random mutation: his ears aren't pointy as they should be :cry: As a result, his peers sometimes refer to him as 'the mutant' or 'the freak'.<br />
<br />
<br />
This set *should* work with all versions of the game, from Base Game all the way through Mansion &amp; Garden Stuff.<br />
<br />
Simply unpack this zip in your downloads folder, and everything should work.<br />
<br />
Some special notes:<ul>
<li>There is NO need to download Aliena Impregnata and the Multi-PT #8 mod separately, because they're already a part of the set.</li>
<li>If you have another Multi-PT mod (even my own), you MUST remove them and replace them with the one in this archive.</li>
<li>If you already have another Default Replacement PT, you need to remove them as well, unless it's my Aliena Impregnata or another FEMALE that you would rather use.</li>
<li>Other custom PTs installed in your game, will no longer be used. It's safest, however, to leave them in your downloads folder, UNLESS you are sure they have not fathered any children.</li>
<li>When used in combination with <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments v1.7</a>, this set allows you to select the gender of the Alien father by setting the appropriate options in AE's BCONs.</li>
<li>Do NOT use this set in combination with Chris Hatch' TelescopeFix, because it will NOT work properly. The TelescopeFix prevents the females from ever being selected as the father for your alien children.</li>
<li>This mod WILL work properly with the option "Pregnancy.../Have baby with.../Aliens" on TwoJeffs' SimBlender, although the Blender will NOT allow you to choose a gender. They wll all be used at random.<br />
</li></ul>
<br />
Happy Simming!]]></description>
			<content:encoded><![CDATA[For once, I wanted to do something completely different: I've created my own set of PTs! The archive contains the following:<ul>
<li>A female replacement for the default Pollination Technician, named <a href="http://www.leefish.nl/mybb/showthread.php?tid=1409" target="_blank">Aliena Impregnata</a>.</li>
<li>Seven extra PTs: three females, and four males.</li>
<li>A copy of my <a href="http://www.leefish.nl/mybb/thread-2542.html" target="_blank">Multi-PT #8</a> mod, adjusted to work with the above PTs.<br />
</li></ul>
<br />
These PTs are all of the same race, which means there are no custom skins used. They all use the default Alien skin, or a default replacement skin, if you have one. The pictures below show them with <span style="font-weight: bold;">Calalily Sims' IRIS skin</span>, which can be found at <a href="http://sims2graveyard.com/index.php" target="_blank"><span style="font-weight: bold;">The Sims2 Graveyard</span></a> - click "Downloads", then "Calalilysims", then "Genetics" and then go to page 5 to find them.<br />
All these Aliens are either blonde or red-haired, so the Abductee's hair color has a great chance to appear on your Alien babies.<br />
<br />
These are the females:<br />
<br />
Aliena Impregnata (top) and Syrianna Impregnata (bottom).<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1854_1326989855_9ac50c26/6b288110fbce9760620a4c056166eadd/PTs%20Aliena%20%26%20Syrianna.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1854_1326989855_9ac50c26/6b288110fbce9760620a4c056166eadd/PTs%20Aliena%20%26%20Syrianna.jpg/thumb640x480" alt="" /></a><br />
<br />
Miria Talana (top) and Lelestra Entassah (bottom)<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1855_1326989855_e6cbeee2/37cbb5968bb700a47132549128c46888/PTs%20Talana%20%26%20Entassah.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1855_1326989855_e6cbeee2/37cbb5968bb700a47132549128c46888/PTs%20Talana%20%26%20Entassah.jpg/thumb640x480" alt="" /></a><br />
<br />
And these are the males:<br />
<br />
Jossan Ronarran (top) and Larro Arrameno (bottom)<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1856_1326989855_88adc97f/2e93d5ab48af3e5e9eab48596b377174/PTs%20Ronarran%20%26%20Arrameno.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1856_1326989855_88adc97f/2e93d5ab48af3e5e9eab48596b377174/PTs%20Ronarran%20%26%20Arrameno.jpg/thumb640x480" alt="" /></a><br />
<br />
Rytiro Taranos (top), and Zebreno Zebulon 27 (bottom)<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1857_1326989855_6b8cd2d0/b11c3edbeb826e6e4e0f28462debc714/PTs%20Taranos%20%26%20Zebulon.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1857_1326989855_6b8cd2d0/b11c3edbeb826e6e4e0f28462debc714/PTs%20Taranos%20%26%20Zebulon.jpg/thumb640x480" alt="" /></a><br />
<br />
Rytiro Taranos suffers from a slight deformation, which is attributed to a random mutation: his ears aren't pointy as they should be :cry: As a result, his peers sometimes refer to him as 'the mutant' or 'the freak'.<br />
<br />
<br />
This set *should* work with all versions of the game, from Base Game all the way through Mansion &amp; Garden Stuff.<br />
<br />
Simply unpack this zip in your downloads folder, and everything should work.<br />
<br />
Some special notes:<ul>
<li>There is NO need to download Aliena Impregnata and the Multi-PT #8 mod separately, because they're already a part of the set.</li>
<li>If you have another Multi-PT mod (even my own), you MUST remove them and replace them with the one in this archive.</li>
<li>If you already have another Default Replacement PT, you need to remove them as well, unless it's my Aliena Impregnata or another FEMALE that you would rather use.</li>
<li>Other custom PTs installed in your game, will no longer be used. It's safest, however, to leave them in your downloads folder, UNLESS you are sure they have not fathered any children.</li>
<li>When used in combination with <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments v1.7</a>, this set allows you to select the gender of the Alien father by setting the appropriate options in AE's BCONs.</li>
<li>Do NOT use this set in combination with Chris Hatch' TelescopeFix, because it will NOT work properly. The TelescopeFix prevents the females from ever being selected as the father for your alien children.</li>
<li>This mod WILL work properly with the option "Pregnancy.../Have baby with.../Aliens" on TwoJeffs' SimBlender, although the Blender will NOT allow you to choose a gender. They wll all be used at random.<br />
</li></ul>
<br />
Happy Simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Espresso for Visitors]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2781</link>
			<pubDate>Thu, 01 Dec 2011 16:34:29 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2781</guid>
			<description><![CDATA[The Maxoids pulled us another fast one: the Espresso machine is visitor-enabled, but then the Guardian BHAV disables it again for everyone except family members and shop managers. Enough of that nonsense!<br />
<br />
This mod will enable the Espresso machine for anyone who's allowed to drink coffee. If you don't want anyone but family members and employees to use it, lock it away! It's that simple <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Happy simming!]]></description>
			<content:encoded><![CDATA[The Maxoids pulled us another fast one: the Espresso machine is visitor-enabled, but then the Guardian BHAV disables it again for everyone except family members and shop managers. Enough of that nonsense!<br />
<br />
This mod will enable the Espresso machine for anyone who's allowed to drink coffee. If you don't want anyone but family members and employees to use it, lock it away! It's that simple <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Happy simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Multi-PT #4 and #8]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2542</link>
			<pubDate>Sat, 24 Sep 2011 01:47:33 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2542</guid>
			<description><![CDATA[Hey!!! Another Multi-PT mod? aren't there enough of those? Aren't they more or less all the same?<br />
<br />
Yes, it's true, most Multi-PT mods are mostly the same, or have roughly the same effect. Yet I claim that this one is a tiny bit different when used with <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments v1.7</a> and up.<br />
<br />
What makes this mod so special, is that it allows you to configure - in the "Misc Flags" BCON in Alien Experiments - what gender of Alien will impregnate your abducted sims.<br />
<br />
For this to work properly, exactly half of your PTs must be male, and the other half must be female. If you have both of <a href="http://www.modthesims.info/browse.php?f=342&amp;u=99408&amp;gs=0" target="_blank">Fwiffo's multi-PT packs</a>, and my <a href="http://www.leefish.nl/mybb/thread-1409.html" target="_blank">Default Replacement PT - Aliena Impregnata</a> (but any other FEMALE default replacement will do as well), then you can simply remove any old multi-PT mods, and start using the #8 version of this mod in stead. However, if you use different PTs, you must edit this mod to use the GUIDs of those PTs in stead of the ones I've put in.<br />
Information on how to do that can be found in <a href="http://www.leefish.nl/mybb/thread-2541.html" target="_blank">this thread</a>.<br />
<br />
If you have only <a href="http://www.modthesims.info/download.php?t=70256" target="_blank">Fwiffo's original mod</a>, you can use the #4 version, but you still need a FEMALE default replacement for the original PT (like mine, as linked above)<br />
<br />
If you already have your own collection of PT's you want to use, please read <a href="http://www.leefish.nl/mybb/thread-2541.html" target="_blank">this tutorial</a> on how to edit this mod to use your PTs.<br />
<br />
<span style="font-weight: bold;">NOTE:</span> The important thing for gender selection to work correctly, is that the GUIDs of the males are inserted in the top half of the mod, and the females in the bottom half. And of course, you *must* have <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments v1.7</a> or better installed in your game! <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
If this mod is used *without* Alien Experiments, it will work like any other multi-PT mod, and does nothing special. However, do NOT use this mod with Chris Hatch' TelescopeFix, because it will most likely only use half of the PTs, and ignore the other half completely. There's nothing I can do about this, because it's the result of how Chris' mod works.]]></description>
			<content:encoded><![CDATA[Hey!!! Another Multi-PT mod? aren't there enough of those? Aren't they more or less all the same?<br />
<br />
Yes, it's true, most Multi-PT mods are mostly the same, or have roughly the same effect. Yet I claim that this one is a tiny bit different when used with <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments v1.7</a> and up.<br />
<br />
What makes this mod so special, is that it allows you to configure - in the "Misc Flags" BCON in Alien Experiments - what gender of Alien will impregnate your abducted sims.<br />
<br />
For this to work properly, exactly half of your PTs must be male, and the other half must be female. If you have both of <a href="http://www.modthesims.info/browse.php?f=342&amp;u=99408&amp;gs=0" target="_blank">Fwiffo's multi-PT packs</a>, and my <a href="http://www.leefish.nl/mybb/thread-1409.html" target="_blank">Default Replacement PT - Aliena Impregnata</a> (but any other FEMALE default replacement will do as well), then you can simply remove any old multi-PT mods, and start using the #8 version of this mod in stead. However, if you use different PTs, you must edit this mod to use the GUIDs of those PTs in stead of the ones I've put in.<br />
Information on how to do that can be found in <a href="http://www.leefish.nl/mybb/thread-2541.html" target="_blank">this thread</a>.<br />
<br />
If you have only <a href="http://www.modthesims.info/download.php?t=70256" target="_blank">Fwiffo's original mod</a>, you can use the #4 version, but you still need a FEMALE default replacement for the original PT (like mine, as linked above)<br />
<br />
If you already have your own collection of PT's you want to use, please read <a href="http://www.leefish.nl/mybb/thread-2541.html" target="_blank">this tutorial</a> on how to edit this mod to use your PTs.<br />
<br />
<span style="font-weight: bold;">NOTE:</span> The important thing for gender selection to work correctly, is that the GUIDs of the males are inserted in the top half of the mod, and the females in the bottom half. And of course, you *must* have <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments v1.7</a> or better installed in your game! <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
If this mod is used *without* Alien Experiments, it will work like any other multi-PT mod, and does nothing special. However, do NOT use this mod with Chris Hatch' TelescopeFix, because it will most likely only use half of the PTs, and ignore the other half completely. There's nothing I can do about this, because it's the result of how Chris' mod works.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Vacation-Actions Limited]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2401</link>
			<pubDate>Wed, 17 Aug 2011 20:32:34 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2401</guid>
			<description><![CDATA[I've been brooding about this for a long time, but now it's finally there: BO - Vacation-Actions Limited<br />
<br />
<span style="font-weight: bold;">Update:</span> first, and hopefully only, bug fixed. Please redownload!<br />
<br />
This mod limits autonomous vacation actions in the following way:<br />
<br />
Vacation actions can ONLY be done autonomously if the sim is in the correct vacation sub-hood.<br />
But, there is an exception: the vacation locals are NOT restricted in this way, as long as they perform the actions belonging to their OWN sub-hood. That means that:<ul>
<li>a Mountain-dweller can autonomously do the Chest Pound or the Slap Dance regardless of where they are.</li>
<li>an Islander can autonomously do the Hang Loose, the Hula Dance or the Fire Dance OR sing the Sea Chanty at any place or time.</li>
<li>an Easterner can autonomously do a Bow or perform Tai Chi OR tell the Dragon Tale at their leisure.<br />
</li></ul>
<br />
It is important to note that if any of these interactions needs to be learned, or requires a special object in inventory, this is STILL true for the locals. Only the <span style="font-style: italic;">location restriction</span> is lifted.<br />
<br />
Of course, your sims can still do all these things when you tell them to.<br />
<br />
I find that the logical way to deal with these actions <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
NOTE 1: If you're using my <a href="http://www.leefish.nl/mybb/showthread.php?tid=937" target="_blank"><span style="font-weight: bold;">Music & Dance Fixes</span></a>, you should download the MDF version. This version must load AFTER the the Music &amp; Dance fixes. HCDU will STILL report conflicts, but those are intentional.<br />
<br />
NOTE 2: Either version of this mod makes Dizzy-hula-fix2 and Dizzy-slap-dance-fix2 totally redundant... you can remove those.<br />
<br />
Of course, you use only ONE version of this mod! Putting both in your downloads is asking for problems.<br />
<br />
<span style="font-weight: bold;">Update, April 5th, 2012</span>: the Dragon Tale, the Sea Chanty and the Fire Dance were added courtesy of rawmilk905, who supplied me with some welcome information. Thank you, rawmilk905!]]></description>
			<content:encoded><![CDATA[I've been brooding about this for a long time, but now it's finally there: BO - Vacation-Actions Limited<br />
<br />
<span style="font-weight: bold;">Update:</span> first, and hopefully only, bug fixed. Please redownload!<br />
<br />
This mod limits autonomous vacation actions in the following way:<br />
<br />
Vacation actions can ONLY be done autonomously if the sim is in the correct vacation sub-hood.<br />
But, there is an exception: the vacation locals are NOT restricted in this way, as long as they perform the actions belonging to their OWN sub-hood. That means that:<ul>
<li>a Mountain-dweller can autonomously do the Chest Pound or the Slap Dance regardless of where they are.</li>
<li>an Islander can autonomously do the Hang Loose, the Hula Dance or the Fire Dance OR sing the Sea Chanty at any place or time.</li>
<li>an Easterner can autonomously do a Bow or perform Tai Chi OR tell the Dragon Tale at their leisure.<br />
</li></ul>
<br />
It is important to note that if any of these interactions needs to be learned, or requires a special object in inventory, this is STILL true for the locals. Only the <span style="font-style: italic;">location restriction</span> is lifted.<br />
<br />
Of course, your sims can still do all these things when you tell them to.<br />
<br />
I find that the logical way to deal with these actions <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
NOTE 1: If you're using my <a href="http://www.leefish.nl/mybb/showthread.php?tid=937" target="_blank"><span style="font-weight: bold;">Music & Dance Fixes</span></a>, you should download the MDF version. This version must load AFTER the the Music &amp; Dance fixes. HCDU will STILL report conflicts, but those are intentional.<br />
<br />
NOTE 2: Either version of this mod makes Dizzy-hula-fix2 and Dizzy-slap-dance-fix2 totally redundant... you can remove those.<br />
<br />
Of course, you use only ONE version of this mod! Putting both in your downloads is asking for problems.<br />
<br />
<span style="font-weight: bold;">Update, April 5th, 2012</span>: the Dragon Tale, the Sea Chanty and the Fire Dance were added courtesy of rawmilk905, who supplied me with some welcome information. Thank you, rawmilk905!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - No Trash Memories]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2396</link>
			<pubDate>Mon, 15 Aug 2011 20:24:12 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2396</guid>
			<description><![CDATA[On Simbology, I recently recieved a number of requests which to me seemed to make perfect sense to put them together in one single mod. One request was for an expanded, more effective version of Pescado's notelepathy; another was for a mod that would stop virtually all grade- and college-spam; yet another request was about getting rid of certain boring memories like "Met Sim", "Met Pet" etc.; and lastly I myself was fed up with "Mystery Sim" memories.<br />
<br />
And suddenly it hit me: what we needed was a user-configurable rewrite of a portion of the memory system. And here it is: <span style="font-weight: bold;">BO - No Trash Memories</span> !!<br />
<br />
What does this do? Well, many things, actually, but they fall apart in three simple categories:<br />
<ol type="1">
<li>The so-called trash memories (which the FFS-LotDebugger's "Memory.../Clear Trash" option takes care of) will no longer be created at all! That means your sims will no longer get any "Met so-and-so" memories, EVAH! And also the "Move In/Out" memories are now history... No need to ever again use the batbox to get rid of this crap, because that's fixed once and for all!<br />
There's one special exception to this: "Met Mystery Sim", which is handled separately.</li>
<li>The "Mystery Sim" memories: For these there are two separate settings in a BCON. One setting handles the Mystery Sim for playable sims (those living in households that you can play), and one for all others. By default, it's set to OFF for playables, and ON for others. So if you make a new sim in CAS and put them in a house, your new sim will NOT have met Mystery Sim, let alone be friends with it, or have kissed it. But townies will still have those memories, so they're available for all romantic interactions normally. You can change these setting however you like, though.</li>
<li>A lot of other options, all available through the BCON:<br />
</li></ol>
<br />
If an option is set to 0 (zero), it means that this specific memory type will NOT be added: it is suppressed!<br />
If an option is set to 1 (one), that specific memory type will be added to your sims normally, when applicable.<br />
<br />
A number of memories have two options; one for the sim itself, another for its family. They are:<ul>
<li>A+ report</li>
<li>D report</li>
<li>Overachiever</li>
<li>Went to College</li>
<li>Probation</li>
<li>Expelled</li>
<li>Dean's List</li>
<li>Grew up Badly</li>
<li>Grew up Good<br />
</li></ul>
<br />
All other memories have only one option:<ul>
<li>(self) means the playable sim itself is affected</li>
<li>(family) means the playable sim's family is affected</li>
<li>(any) - same as (self) but may also apply to townies</li>
<li>(playables) affects all "Mystery Sim" memories for playable sims only</li>
<li>(others) affects all "Mystery Sim" memories for non-playables only</li>
<li>(pet) affects the pet itself</li>
<li>(townie) special third option for the "Went to College" memory. If set to 0, only YA townies get the memory, adult townies don't!<br />
</li></ul>
<br />
<span style="font-weight: bold;">And then there's one special surprise: option 0x27 (39)!</span><br />
---------------------------------------------------------------<br />
I figured out what nobody else found so far: the one single BHAV that is responsible for ALL Gossip!<br />
So where Pescado added an option to the Batbox to find every gossip item AFTER it was added to the sim and then delete it, I now offer the option to PREVENT gossip from being added, thereby saving time on both ends!!!<br />
<br />
The following picture shows the default configuration, the way I prefer it myself. But you can simply change the only BCON in this mod yourself, using SimPE.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1507_1313439275_5ebdf459/7ef5569b4755a21cdb678a460f560fc5/BCON%20default.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1507_1313439275_5ebdf459/7ef5569b4755a21cdb678a460f560fc5/BCON%20default.jpg/thumb640x480" alt="" /></a><br />
(click image to enlarge)<br />
(<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1507_1313439275_5ebdf459/7ef5569b4755a21cdb678a460f560fc5/BCON%20default.jpg" target="_blank">Static Link</a>)<br />
<br />
NOTE: This mod does NOT remove memories that have already been added to your sims. It only prevents NEW memories of certain types from being added.<br />
<br />
I tried to make sure that no memories would be blocked that could be important for certain LTWs, but it *is* always possible that I missed something. Use/reconfigure at your own risk.<br />
<br />
<span style="font-weight: bold;">UPDATE, August 21, 2011</span>: Version 1.01 fixes a bug where adding the "Went to College" memory would cause an error. Please re-download!<br />
<br />
<span style="font-weight: bold;">UPDATE, October 29, 2011</span>: Version 1.02 fixes a bug where adding the "Academic Probation" memory would cause an error. Please re-download! My apologies for the inconvenience.<br />
<br />
<span style="font-weight: bold;">UPDATE, June 11th, 2015</span>: Version 1.03 - Several players have requested that I make the Moved In/Out memories configurable. So now I have. Lines 0x29 and 0x2A in the BCON govern them, and as always, the default settings reflect my preference - my sims do not get these memories. If you want your sims to get those memories, set the relevant lines to 1 yourself.<br />
<br />
<span style="font-weight: bold;">NOTE</span>: Be aware that updating your version of this mod causes all settings to revert to default. If you made changes before, make notes of them before updating, and restore those settings yourself after installing the new version.<br />
<br />
<span style="font-weight: bold;">EXTRA INFORMATION, August 25th, 2015</span>:<br />
Recently, I have been recieving reports from various sources that NTM doesn't prevent all gossip. No, it doesn't! And that's simple to explain.<br />
The "Gossip" line in the BCON only prevents <span style="font-style: italic;">new</span> gossip from spreading. But if some sim already knows some gossip, and gets a chance to talk to others about it, those others will get that gossip as well. That's why it is called Gossip! The only way to prevent existing gossip from spreading, is to make sure that there <span style="font-style: italic;">is</span> no gossip to begin with. But even then the system is not air-tight.<br />
<br />
It's also true that this mod does not (yet) prevent *all* memory types. It was primarily made to prevent boring memories that occur like clockwork, but have no huge influence on wants or fears. For example, if your sim rolls a want to meet someone new, it's only worth 1,000 points. You do not need to know that this happens a dozen times a day. So you can disable that memory. But a family member getting married, or someone dying is something HUGE. Most players do not want to miss that, and that's why I have not added that.<br />
And there are also a number of memories that I had not considered yet. Like sims learning to cook a new meal, or maxing a skill. These have simply not been built in, so the mod CAN not stop them yet. If you check the picture above, you can SEE which memories can be stopped. Things that are not listed, are not in the mod. And once any sim knows about these, the spreading of gossip begins again.<br />
<br />
Now if you encounter such things that are not stopped, and you WANT them stopped, just ask me if it can be built in. But do NOT report that the mod is broken or doesn't work, because that is just not true. The mod works exactly as designed and as promised. There is nothing wrong, except that not all memories are included (yet).<br />
<br />
Generally, I will gladly try to fulfill requests to include certain memories, unless some very big want or fear is involved. Simply find an example of the memory in question in SimPE (blue lines), and note the GUID number. If I have that number, there is a good chance that I can figure out how to stop it.<br />
Death is an exception, though; I refuse to stop the memories of sims dying. That is a major event that the surviving sims need to live with.<br />
<br />
<span style="font-weight: bold;">And now about the batbox</span>:<br />
<br />
If I check the batbox, the option to clear gossip is always present. Even if I have already used it a second ago. The batbox ALWAYS gives that option, WITHOUT checking if there *is* any gossip to clear out. That's in fact one of the reasons why I *made* NSL and NTM in the first place: the batbox is a great tool, but not always the most reliable!<br />
<br />
I made the NSL and NTM for people who want their game to stay reasonably clean, but do NOT want to keep clicking the batbox all the time. If you keep checking the batbox every few minutes anyway, then maybe you do not trust my mods enough to blindly rely on them. And to be honest, I understand that! In fact, I cannot think of ANY good reason why you *should* trust me or my mods. Because seriously, I have done nothing to deserve anyone's trust at all. And since it makes sense that people should only use mods that they trust, from creators that they trust, I think it's recommended that you ask yourself if you trust me and my mods enough to even use NSL and NTM.<br />
<br />
But if you *do* trust me and my mods enough, then maybe you should leave the batbox alone a little more. <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> Ok, so occasionally some things slip through. But it's not as much as would slip through WITHOUT this mod. Your game will not stop functioning because you forgot to clean leftover gossip for a day or two. And if you use FINAL-Bugfix version of No Sim Loaded, the stuff that gets through, will be cleaned up next time you load a lot. Or you could occasionally use the batbox to clean it up. But you do not need to do that every five minutes, like you did before you had this mod installed.<br />
<br />
Happy Simming]]></description>
			<content:encoded><![CDATA[On Simbology, I recently recieved a number of requests which to me seemed to make perfect sense to put them together in one single mod. One request was for an expanded, more effective version of Pescado's notelepathy; another was for a mod that would stop virtually all grade- and college-spam; yet another request was about getting rid of certain boring memories like "Met Sim", "Met Pet" etc.; and lastly I myself was fed up with "Mystery Sim" memories.<br />
<br />
And suddenly it hit me: what we needed was a user-configurable rewrite of a portion of the memory system. And here it is: <span style="font-weight: bold;">BO - No Trash Memories</span> !!<br />
<br />
What does this do? Well, many things, actually, but they fall apart in three simple categories:<br />
<ol type="1">
<li>The so-called trash memories (which the FFS-LotDebugger's "Memory.../Clear Trash" option takes care of) will no longer be created at all! That means your sims will no longer get any "Met so-and-so" memories, EVAH! And also the "Move In/Out" memories are now history... No need to ever again use the batbox to get rid of this crap, because that's fixed once and for all!<br />
There's one special exception to this: "Met Mystery Sim", which is handled separately.</li>
<li>The "Mystery Sim" memories: For these there are two separate settings in a BCON. One setting handles the Mystery Sim for playable sims (those living in households that you can play), and one for all others. By default, it's set to OFF for playables, and ON for others. So if you make a new sim in CAS and put them in a house, your new sim will NOT have met Mystery Sim, let alone be friends with it, or have kissed it. But townies will still have those memories, so they're available for all romantic interactions normally. You can change these setting however you like, though.</li>
<li>A lot of other options, all available through the BCON:<br />
</li></ol>
<br />
If an option is set to 0 (zero), it means that this specific memory type will NOT be added: it is suppressed!<br />
If an option is set to 1 (one), that specific memory type will be added to your sims normally, when applicable.<br />
<br />
A number of memories have two options; one for the sim itself, another for its family. They are:<ul>
<li>A+ report</li>
<li>D report</li>
<li>Overachiever</li>
<li>Went to College</li>
<li>Probation</li>
<li>Expelled</li>
<li>Dean's List</li>
<li>Grew up Badly</li>
<li>Grew up Good<br />
</li></ul>
<br />
All other memories have only one option:<ul>
<li>(self) means the playable sim itself is affected</li>
<li>(family) means the playable sim's family is affected</li>
<li>(any) - same as (self) but may also apply to townies</li>
<li>(playables) affects all "Mystery Sim" memories for playable sims only</li>
<li>(others) affects all "Mystery Sim" memories for non-playables only</li>
<li>(pet) affects the pet itself</li>
<li>(townie) special third option for the "Went to College" memory. If set to 0, only YA townies get the memory, adult townies don't!<br />
</li></ul>
<br />
<span style="font-weight: bold;">And then there's one special surprise: option 0x27 (39)!</span><br />
---------------------------------------------------------------<br />
I figured out what nobody else found so far: the one single BHAV that is responsible for ALL Gossip!<br />
So where Pescado added an option to the Batbox to find every gossip item AFTER it was added to the sim and then delete it, I now offer the option to PREVENT gossip from being added, thereby saving time on both ends!!!<br />
<br />
The following picture shows the default configuration, the way I prefer it myself. But you can simply change the only BCON in this mod yourself, using SimPE.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1507_1313439275_5ebdf459/7ef5569b4755a21cdb678a460f560fc5/BCON%20default.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1507_1313439275_5ebdf459/7ef5569b4755a21cdb678a460f560fc5/BCON%20default.jpg/thumb640x480" alt="" /></a><br />
(click image to enlarge)<br />
(<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1507_1313439275_5ebdf459/7ef5569b4755a21cdb678a460f560fc5/BCON%20default.jpg" target="_blank">Static Link</a>)<br />
<br />
NOTE: This mod does NOT remove memories that have already been added to your sims. It only prevents NEW memories of certain types from being added.<br />
<br />
I tried to make sure that no memories would be blocked that could be important for certain LTWs, but it *is* always possible that I missed something. Use/reconfigure at your own risk.<br />
<br />
<span style="font-weight: bold;">UPDATE, August 21, 2011</span>: Version 1.01 fixes a bug where adding the "Went to College" memory would cause an error. Please re-download!<br />
<br />
<span style="font-weight: bold;">UPDATE, October 29, 2011</span>: Version 1.02 fixes a bug where adding the "Academic Probation" memory would cause an error. Please re-download! My apologies for the inconvenience.<br />
<br />
<span style="font-weight: bold;">UPDATE, June 11th, 2015</span>: Version 1.03 - Several players have requested that I make the Moved In/Out memories configurable. So now I have. Lines 0x29 and 0x2A in the BCON govern them, and as always, the default settings reflect my preference - my sims do not get these memories. If you want your sims to get those memories, set the relevant lines to 1 yourself.<br />
<br />
<span style="font-weight: bold;">NOTE</span>: Be aware that updating your version of this mod causes all settings to revert to default. If you made changes before, make notes of them before updating, and restore those settings yourself after installing the new version.<br />
<br />
<span style="font-weight: bold;">EXTRA INFORMATION, August 25th, 2015</span>:<br />
Recently, I have been recieving reports from various sources that NTM doesn't prevent all gossip. No, it doesn't! And that's simple to explain.<br />
The "Gossip" line in the BCON only prevents <span style="font-style: italic;">new</span> gossip from spreading. But if some sim already knows some gossip, and gets a chance to talk to others about it, those others will get that gossip as well. That's why it is called Gossip! The only way to prevent existing gossip from spreading, is to make sure that there <span style="font-style: italic;">is</span> no gossip to begin with. But even then the system is not air-tight.<br />
<br />
It's also true that this mod does not (yet) prevent *all* memory types. It was primarily made to prevent boring memories that occur like clockwork, but have no huge influence on wants or fears. For example, if your sim rolls a want to meet someone new, it's only worth 1,000 points. You do not need to know that this happens a dozen times a day. So you can disable that memory. But a family member getting married, or someone dying is something HUGE. Most players do not want to miss that, and that's why I have not added that.<br />
And there are also a number of memories that I had not considered yet. Like sims learning to cook a new meal, or maxing a skill. These have simply not been built in, so the mod CAN not stop them yet. If you check the picture above, you can SEE which memories can be stopped. Things that are not listed, are not in the mod. And once any sim knows about these, the spreading of gossip begins again.<br />
<br />
Now if you encounter such things that are not stopped, and you WANT them stopped, just ask me if it can be built in. But do NOT report that the mod is broken or doesn't work, because that is just not true. The mod works exactly as designed and as promised. There is nothing wrong, except that not all memories are included (yet).<br />
<br />
Generally, I will gladly try to fulfill requests to include certain memories, unless some very big want or fear is involved. Simply find an example of the memory in question in SimPE (blue lines), and note the GUID number. If I have that number, there is a good chance that I can figure out how to stop it.<br />
Death is an exception, though; I refuse to stop the memories of sims dying. That is a major event that the surviving sims need to live with.<br />
<br />
<span style="font-weight: bold;">And now about the batbox</span>:<br />
<br />
If I check the batbox, the option to clear gossip is always present. Even if I have already used it a second ago. The batbox ALWAYS gives that option, WITHOUT checking if there *is* any gossip to clear out. That's in fact one of the reasons why I *made* NSL and NTM in the first place: the batbox is a great tool, but not always the most reliable!<br />
<br />
I made the NSL and NTM for people who want their game to stay reasonably clean, but do NOT want to keep clicking the batbox all the time. If you keep checking the batbox every few minutes anyway, then maybe you do not trust my mods enough to blindly rely on them. And to be honest, I understand that! In fact, I cannot think of ANY good reason why you *should* trust me or my mods. Because seriously, I have done nothing to deserve anyone's trust at all. And since it makes sense that people should only use mods that they trust, from creators that they trust, I think it's recommended that you ask yourself if you trust me and my mods enough to even use NSL and NTM.<br />
<br />
But if you *do* trust me and my mods enough, then maybe you should leave the batbox alone a little more. <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> Ok, so occasionally some things slip through. But it's not as much as would slip through WITHOUT this mod. Your game will not stop functioning because you forgot to clean leftover gossip for a day or two. And if you use FINAL-Bugfix version of No Sim Loaded, the stuff that gets through, will be cleaned up next time you load a lot. Or you could occasionally use the batbox to clean it up. But you do not need to do that every five minutes, like you did before you had this mod installed.<br />
<br />
Happy Simming]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Stay Late]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2316</link>
			<pubDate>Mon, 01 Aug 2011 23:46:36 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2316</guid>
			<description><![CDATA[I recently ran into Gnohmon's mod named "StayLate", and thought that was a good idea. Until I sent one of my sims to a Secret Hobby Lot in the middle of the night, that is! Because once my sim arrived, everyone else immediately left, INCLUDING the Hobby Leader!<br />
<br />
So, that was not so marvellous! Therefor, I set out to make my own take on this mod, and here it is: BO - Stay Late!<br />
<br />
Dates and Outings are not influenced by this mod, nor are comm lots in general and Hobby lots in particular.<br />
<br />
On residential lots, however, things are considerably different from the default, as this mod allows non-residents to stay longer, according to the following very simple rules (in order of descending priority):<br />
<ol type="1">
<li>Vampires will stay around until 5 AM. Then they split in order to be home before dawn.</li>
<li>Townie Children who have NOT been invited to sleep-over, leave after 8 PM.</li>
<li>Playable children who have NOT been invited to sleep over, will be picked up by their parents as usual. If the parent(s) came *with* the children, the whole family leaves, unless they've all been invited to stay. (*)</li>
<li>Anyone else who has NOT been invited to stay the night, leaves when all residents are asleep.</li>
<li>Anyone who HAS been invited to stay the night or to sleep-over, will ONLY leave if they're in motive distress and can NOT resolve it as guests on the current lot.<br />
</li></ol>
<br />
<br />
(*) Point 3 was added due to a report by deerparker, to whom I grateful for letting me know of their findings.<br />
<br />
If there's a home business, and the shop is currently open, teens and older visitors may stay or go as they please.<br />
<br />
<br />
<br />
Requires NightLife or better. This mod really is NO GOOD with BaseGame or Uni only.<br />
Of course, this mod conflicts with Gnohmon's mod... you need only one! If this conflicts with something else, please let me know!<br />
<br />
Obviously, this conflicts with TwoJeffs' Visitor Controller. It has been said that users of the VC don't NEED this mod. But if you *do* want them both, my mod should load last, or it won't work at all.]]></description>
			<content:encoded><![CDATA[I recently ran into Gnohmon's mod named "StayLate", and thought that was a good idea. Until I sent one of my sims to a Secret Hobby Lot in the middle of the night, that is! Because once my sim arrived, everyone else immediately left, INCLUDING the Hobby Leader!<br />
<br />
So, that was not so marvellous! Therefor, I set out to make my own take on this mod, and here it is: BO - Stay Late!<br />
<br />
Dates and Outings are not influenced by this mod, nor are comm lots in general and Hobby lots in particular.<br />
<br />
On residential lots, however, things are considerably different from the default, as this mod allows non-residents to stay longer, according to the following very simple rules (in order of descending priority):<br />
<ol type="1">
<li>Vampires will stay around until 5 AM. Then they split in order to be home before dawn.</li>
<li>Townie Children who have NOT been invited to sleep-over, leave after 8 PM.</li>
<li>Playable children who have NOT been invited to sleep over, will be picked up by their parents as usual. If the parent(s) came *with* the children, the whole family leaves, unless they've all been invited to stay. (*)</li>
<li>Anyone else who has NOT been invited to stay the night, leaves when all residents are asleep.</li>
<li>Anyone who HAS been invited to stay the night or to sleep-over, will ONLY leave if they're in motive distress and can NOT resolve it as guests on the current lot.<br />
</li></ol>
<br />
<br />
(*) Point 3 was added due to a report by deerparker, to whom I grateful for letting me know of their findings.<br />
<br />
If there's a home business, and the shop is currently open, teens and older visitors may stay or go as they please.<br />
<br />
<br />
<br />
Requires NightLife or better. This mod really is NO GOOD with BaseGame or Uni only.<br />
Of course, this mod conflicts with Gnohmon's mod... you need only one! If this conflicts with something else, please let me know!<br />
<br />
Obviously, this conflicts with TwoJeffs' Visitor Controller. It has been said that users of the VC don't NEED this mod. But if you *do* want them both, my mod should load last, or it won't work at all.]]></content:encoded>
		</item>
	</channel>
</rss>