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		<title><![CDATA[LeeFish - BO's Living Area]]></title>
		<link>https://www.leefish.nl/mybb/</link>
		<description><![CDATA[LeeFish - https://www.leefish.nl/mybb]]></description>
		<pubDate>Fri, 03 Apr 2026 20:31:05 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[BO - Pass Along to Family]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=8633</link>
			<pubDate>Thu, 18 Oct 2018 18:23:56 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=8633</guid>
			<description><![CDATA[Hi Simmer,<br />
<br />
Have you ever wondered why a sim can only "Pass Along" their Business Rewards to household members -- whether they are family or not --, but not to close family such as Parents, Siblings or Children, only because they no longer live under the same roof?<br />
<br />
How the Maxoids made such weird arbitrary decisions, is entirely beyond me. But I wasn't going to sit in rubble and take it without a fight. So 2.5 years ago, I wrote a mod that has since been thoroughly tested. And though I've officially retired from modding, I thought I should not keep this gem for myself. So, one more time for the good old times...<br />
<br />
With this mod, in addition to household members, your active sim can also Pass Along their Business Rewards to their Parents, their Siblings, or their Children, even if they live in different households. All other family members are excluded from this change, but that is not a big problem. Your aunt or uncle is the sibling of one of your parents, after all... There's always a way. <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Of course, since this mod edits an OFB feature, it requires OFB. Nothing more, nothing less.<br />
<br />
Happy Simming!]]></description>
			<content:encoded><![CDATA[Hi Simmer,<br />
<br />
Have you ever wondered why a sim can only "Pass Along" their Business Rewards to household members -- whether they are family or not --, but not to close family such as Parents, Siblings or Children, only because they no longer live under the same roof?<br />
<br />
How the Maxoids made such weird arbitrary decisions, is entirely beyond me. But I wasn't going to sit in rubble and take it without a fight. So 2.5 years ago, I wrote a mod that has since been thoroughly tested. And though I've officially retired from modding, I thought I should not keep this gem for myself. So, one more time for the good old times...<br />
<br />
With this mod, in addition to household members, your active sim can also Pass Along their Business Rewards to their Parents, their Siblings, or their Children, even if they live in different households. All other family members are excluded from this change, but that is not a big problem. Your aunt or uncle is the sibling of one of your parents, after all... There's always a way. <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Of course, since this mod edits an OFB feature, it requires OFB. Nothing more, nothing less.<br />
<br />
Happy Simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Vampire Sleep Caller - updated]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3974</link>
			<pubDate>Wed, 08 Aug 2012 23:16:32 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3974</guid>
			<description><![CDATA[As the short description already states, this is an updated version of Monique's <a href="http://www.modthesims.info/download.php?t=95517" target="_blank">Vampire Sleep Caller</a>, which also recognizes the <a href="http://www.modthesims.info/d/483731" target="_blank">SÖMNIG Vampire Sleeper</a> by the Coffin Crew.<br />
<br />
<span style="font-weight: bold;">UPDATE, March 28th, 2016</span>: Long time no blêh! But here we are again. This time to mention that in addition to what was already covered, darkness will now also touch <a href="http://crabofdoom.dreamwidth.org/6874.html" target="_blank">CrabOfDoom's Bare Bones Deep Sleeper</a> (single bed coffin only), added in response to <a href="http://www.leefish.nl/mybb/showthread.php?tid=3974&amp;pid=37494#pid37494" target="_blank">Artemida's request</a>.<br />
<br />
<span style="font-weight: bold;">UPDATE, March 30th, 2016</span>: There is word that the code for CoD's Bare Bones coffin doesn't work. Please report your findings.<br />
<br />
<span style="font-weight: bold;">UPDATE, May 16th, 2016</span>: Since nobody has corrected me, saying that the mod *does* work with the Bare Bones coffin, I've taken another look and made modifications. I do need feedback on whether or not this works for anyone.<br />
<br />
Credits: All thanks go to Monique, who created the original version. My contribution was minor.<br />
Additional special thanks go to <a href="http://www.modthesims.info/member.php?u=7543856" target="_blank">the Coffin Crew</a>.]]></description>
			<content:encoded><![CDATA[As the short description already states, this is an updated version of Monique's <a href="http://www.modthesims.info/download.php?t=95517" target="_blank">Vampire Sleep Caller</a>, which also recognizes the <a href="http://www.modthesims.info/d/483731" target="_blank">SÖMNIG Vampire Sleeper</a> by the Coffin Crew.<br />
<br />
<span style="font-weight: bold;">UPDATE, March 28th, 2016</span>: Long time no blêh! But here we are again. This time to mention that in addition to what was already covered, darkness will now also touch <a href="http://crabofdoom.dreamwidth.org/6874.html" target="_blank">CrabOfDoom's Bare Bones Deep Sleeper</a> (single bed coffin only), added in response to <a href="http://www.leefish.nl/mybb/showthread.php?tid=3974&amp;pid=37494#pid37494" target="_blank">Artemida's request</a>.<br />
<br />
<span style="font-weight: bold;">UPDATE, March 30th, 2016</span>: There is word that the code for CoD's Bare Bones coffin doesn't work. Please report your findings.<br />
<br />
<span style="font-weight: bold;">UPDATE, May 16th, 2016</span>: Since nobody has corrected me, saying that the mod *does* work with the Bare Bones coffin, I've taken another look and made modifications. I do need feedback on whether or not this works for anyone.<br />
<br />
Credits: All thanks go to Monique, who created the original version. My contribution was minor.<br />
Additional special thanks go to <a href="http://www.modthesims.info/member.php?u=7543856" target="_blank">the Coffin Crew</a>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Curb All Auto Read-To]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3652</link>
			<pubDate>Fri, 01 Jun 2012 19:32:20 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3652</guid>
			<description><![CDATA[Multiple versions of this mod already exist (I know Chaavik made a pair, available at Insim). But apparently, some people want *my* take on this. So here it is. <br />
<br />
Very simply put, children and toddlers can no longer autonomously ask to be read to, and teens and older will not autonomously choose to read to the youngins either.<br />
<br />
As a matter of compensation, Toddlers can now be directed to ask this (because originally, they couldn't).<br />
<br />
Should work in ALL game configurations!<br />
<br />
Credits: Thanks go to <a href="http://simsasylum.com/tfm/index.php?/user/8-nyxie/" target="_blank">Nyxie</a> for <a href="http://simsasylum.com/tfm/index.php?/topic/2470-stop-reading/page__pid__39726#entry39726" target="_blank">requesting this</a>.]]></description>
			<content:encoded><![CDATA[Multiple versions of this mod already exist (I know Chaavik made a pair, available at Insim). But apparently, some people want *my* take on this. So here it is. <br />
<br />
Very simply put, children and toddlers can no longer autonomously ask to be read to, and teens and older will not autonomously choose to read to the youngins either.<br />
<br />
As a matter of compensation, Toddlers can now be directed to ask this (because originally, they couldn't).<br />
<br />
Should work in ALL game configurations!<br />
<br />
Credits: Thanks go to <a href="http://simsasylum.com/tfm/index.php?/user/8-nyxie/" target="_blank">Nyxie</a> for <a href="http://simsasylum.com/tfm/index.php?/topic/2470-stop-reading/page__pid__39726#entry39726" target="_blank">requesting this</a>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Less Feed Baby]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3570</link>
			<pubDate>Wed, 23 May 2012 07:45:37 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3570</guid>
			<description><![CDATA[In the unmodded game, sims will bottle-feed babies as soon as the baby's hunger level falls below 50 on a scale of -100..100. Some people think this is way too often, especially considering that one bottle contains at least twice as much 'food' as that. And especially in poor households, 5 or 6 bottles a day at §3/bottle may be a bit steep, too!<br />
<br />
So <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=1139" target="_blank">RebaLynn1960</a> suggested that we lower the threshold to something like -20. I looked at the data and code for bottle-feeding, and found that this was easy to do. In fact, considering <span style="font-weight: bold;">how</span> easy it actually is, I'm surprised something like this didn't already exist! So here it is!<br />
<br />
This mod does NOT affect breast-feeding, but it *will* play nice with my <a href="http://www.leefish.nl/mybb/showthread.php?tid=1247" target="_blank">BO - Feed Baby</a> mod, lowering the number of times bottle-feeding of a baby will occur in case breast-feeding isn't available for that baby.<br />
<br />
Since this mod affects a system that has been around since Basegame, it should be fine for all games. And if any other mod conflicts with this (I don't see how, since nobody else seems to have done something similar before), then load my mod last, and everything will be fine.<br />
<br />
Credits: Thanks go to <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=1139" target="_blank">RebaLynn1960</a> for suggesting this to me.]]></description>
			<content:encoded><![CDATA[In the unmodded game, sims will bottle-feed babies as soon as the baby's hunger level falls below 50 on a scale of -100..100. Some people think this is way too often, especially considering that one bottle contains at least twice as much 'food' as that. And especially in poor households, 5 or 6 bottles a day at §3/bottle may be a bit steep, too!<br />
<br />
So <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=1139" target="_blank">RebaLynn1960</a> suggested that we lower the threshold to something like -20. I looked at the data and code for bottle-feeding, and found that this was easy to do. In fact, considering <span style="font-weight: bold;">how</span> easy it actually is, I'm surprised something like this didn't already exist! So here it is!<br />
<br />
This mod does NOT affect breast-feeding, but it *will* play nice with my <a href="http://www.leefish.nl/mybb/showthread.php?tid=1247" target="_blank">BO - Feed Baby</a> mod, lowering the number of times bottle-feeding of a baby will occur in case breast-feeding isn't available for that baby.<br />
<br />
Since this mod affects a system that has been around since Basegame, it should be fine for all games. And if any other mod conflicts with this (I don't see how, since nobody else seems to have done something similar before), then load my mod last, and everything will be fine.<br />
<br />
Credits: Thanks go to <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=1139" target="_blank">RebaLynn1960</a> for suggesting this to me.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Get Leftovers Fix]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3547</link>
			<pubDate>Mon, 21 May 2012 17:51:32 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3547</guid>
			<description><![CDATA[Are you getting cheated out of your leftovers all the time? Are kids rushing in to clean up or steal the leftovers that your active sim is just taking out of the fridge? Is the butler being a bit over-enthusiastic about his job - to the point of becoming the main annoyance in the house -, making the food disappear out of your hands? But most of all...<br />
<br />
ARE YOU GETTING SICK OF ALL THAT CRAP?<br />
<br />
Well, you no longer need to be, because now I've done what the EAxians should have done a LOOOOOOONG time ago: I've enhanced the "Get Leftovers" BHAV to make leftovers inaccessible <span style="font-weight: bold;">immediately</span> after taking them out of the fridge, thereby blocking everyone else from meddling with it! THAT should teach them!<br />
<br />
Yeah, I know: there's always Pescado's dontshootfood. Sure. I was sadly disappointed to find that it didn't stop the crap in *my* game, and I've heard of others who have the same issues, even with dontshootfood installed. It may be stopping something, no doubt, but it's not the leftovers being nicked!<br />
<br />
My mod *does* protect leftovers, at least in *my* game. And I think it may work well for *you* too!<br />
<br />
<span style="font-weight: bold;">UPDATE August 12th, 2015</span> - As of today, I have decided to discontinue support for this mod. For the sake of my stats I will not remove the download, so if you wish to use it, go right ahead. But if you run into trouble, I'll recommend using Cyjon's <a href="http://cyjon.net/node/407" target="_blank">No Food Theft</a> in stead. It is shorter, much more elegant, and less likely to fail.<br />
<br />
Happy simming!]]></description>
			<content:encoded><![CDATA[Are you getting cheated out of your leftovers all the time? Are kids rushing in to clean up or steal the leftovers that your active sim is just taking out of the fridge? Is the butler being a bit over-enthusiastic about his job - to the point of becoming the main annoyance in the house -, making the food disappear out of your hands? But most of all...<br />
<br />
ARE YOU GETTING SICK OF ALL THAT CRAP?<br />
<br />
Well, you no longer need to be, because now I've done what the EAxians should have done a LOOOOOOONG time ago: I've enhanced the "Get Leftovers" BHAV to make leftovers inaccessible <span style="font-weight: bold;">immediately</span> after taking them out of the fridge, thereby blocking everyone else from meddling with it! THAT should teach them!<br />
<br />
Yeah, I know: there's always Pescado's dontshootfood. Sure. I was sadly disappointed to find that it didn't stop the crap in *my* game, and I've heard of others who have the same issues, even with dontshootfood installed. It may be stopping something, no doubt, but it's not the leftovers being nicked!<br />
<br />
My mod *does* protect leftovers, at least in *my* game. And I think it may work well for *you* too!<br />
<br />
<span style="font-weight: bold;">UPDATE August 12th, 2015</span> - As of today, I have decided to discontinue support for this mod. For the sake of my stats I will not remove the download, so if you wish to use it, go right ahead. But if you run into trouble, I'll recommend using Cyjon's <a href="http://cyjon.net/node/407" target="_blank">No Food Theft</a> in stead. It is shorter, much more elegant, and less likely to fail.<br />
<br />
Happy simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Residential Shopping]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3542</link>
			<pubDate>Mon, 21 May 2012 04:19:52 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3542</guid>
			<description><![CDATA[This mod is based on loba's <a href="http://www.modthesims.info/d/40019" target="_blank">Community items in residential lot</a>. They're very similar. However, there are a few important differences:<ul>
<li>loba made their mod to allow sims to BUY stuff without leaving their homes. MY mod is intended to allow sims to SELL food, clothing, magazines and such from their home business.</li>
<li>loba's mod contains only a collection file. Mine contains TWO files, one for the Collections folder, and one for Downloads. BOTH are REQUIRED.</li>
<li>loba's mod stops working as soon as you have BV or later. Mine works with ANY EPs/SPs.</li>
<li>loba's mod does NOT change the objects themselves, but mine does. Alas, that means the objects will now have the CC star, which puts them at risk of being deleted if you're not careful. But that was necessary, which I'll explain in a moment. And I'll also provide a work-around, as suggested by <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=225" target="_blank">mustluvcats</a> <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
</li></ul>
<br />
The explanation:<br />
<br />
One or two expansions before BV was released, the EAxians 'fixed' a bug that allowed community lot items to be bought in residential lots. That bug is what loba exploited with their mod: a simple collection meant for residential lots, that contained a number of comm lot items. The fix caused comm lot objects to be no longer available in BUY mode, but in BUILD mode they were still available from loba's collection.<br />
Then, when BV was released, the EAxians had fixed the BUILD mode as well, so the objects from loba's collection would not longer be available at all!<br />
<br />
The only way to fix that, is to alter the OBJD resources for these objects, to allow them to be available in residential lots as well. However, altering the OBJD resource also means that the object now gets the CC star, and thus you can now accidentally DELETE these objects. DON'T try that, though, because it may damage your game installation!<br />
So, now there are TWO files: one contains the altered OBJD resources, and must be placed in your Downloads folder (putting it in "Overrides" didn't work for me), and the other is the collection, which should be placed in your Collections folder.<br />
<br />
<a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=225" target="_blank">mustluvcats</a> suggested a fix to prevent the CC star and the possibility of deletion. The fix entails placing the main file not in Downloads, but in the "TSData/Res/Catalog/Bins" subfolder of your latest EP/SP installation folder. It works in *my* game, so maybe it works in all! Thank you for suggesting this, MLC <img src="images/smilies/heart.png" style="vertical-align: middle;" border="0" alt="Heart" title="Heart" /><br />
<br />
Note: There is one catch. My collection does NOT contain the decorative items such as shingles, because ever since OFB, these items can already be bought at home. This means, however, that if you do NOT have OFB (or later?), those objects may not be available to you. In that case, I'd advise you to get loba's mod in stead.<br />
<br />
Enjoy, and happy simming!]]></description>
			<content:encoded><![CDATA[This mod is based on loba's <a href="http://www.modthesims.info/d/40019" target="_blank">Community items in residential lot</a>. They're very similar. However, there are a few important differences:<ul>
<li>loba made their mod to allow sims to BUY stuff without leaving their homes. MY mod is intended to allow sims to SELL food, clothing, magazines and such from their home business.</li>
<li>loba's mod contains only a collection file. Mine contains TWO files, one for the Collections folder, and one for Downloads. BOTH are REQUIRED.</li>
<li>loba's mod stops working as soon as you have BV or later. Mine works with ANY EPs/SPs.</li>
<li>loba's mod does NOT change the objects themselves, but mine does. Alas, that means the objects will now have the CC star, which puts them at risk of being deleted if you're not careful. But that was necessary, which I'll explain in a moment. And I'll also provide a work-around, as suggested by <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=225" target="_blank">mustluvcats</a> <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
</li></ul>
<br />
The explanation:<br />
<br />
One or two expansions before BV was released, the EAxians 'fixed' a bug that allowed community lot items to be bought in residential lots. That bug is what loba exploited with their mod: a simple collection meant for residential lots, that contained a number of comm lot items. The fix caused comm lot objects to be no longer available in BUY mode, but in BUILD mode they were still available from loba's collection.<br />
Then, when BV was released, the EAxians had fixed the BUILD mode as well, so the objects from loba's collection would not longer be available at all!<br />
<br />
The only way to fix that, is to alter the OBJD resources for these objects, to allow them to be available in residential lots as well. However, altering the OBJD resource also means that the object now gets the CC star, and thus you can now accidentally DELETE these objects. DON'T try that, though, because it may damage your game installation!<br />
So, now there are TWO files: one contains the altered OBJD resources, and must be placed in your Downloads folder (putting it in "Overrides" didn't work for me), and the other is the collection, which should be placed in your Collections folder.<br />
<br />
<a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=225" target="_blank">mustluvcats</a> suggested a fix to prevent the CC star and the possibility of deletion. The fix entails placing the main file not in Downloads, but in the "TSData/Res/Catalog/Bins" subfolder of your latest EP/SP installation folder. It works in *my* game, so maybe it works in all! Thank you for suggesting this, MLC <img src="images/smilies/heart.png" style="vertical-align: middle;" border="0" alt="Heart" title="Heart" /><br />
<br />
Note: There is one catch. My collection does NOT contain the decorative items such as shingles, because ever since OFB, these items can already be bought at home. This means, however, that if you do NOT have OFB (or later?), those objects may not be available to you. In that case, I'd advise you to get loba's mod in stead.<br />
<br />
Enjoy, and happy simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Stay Over Hack]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3423</link>
			<pubDate>Wed, 02 May 2012 19:20:56 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3423</guid>
			<description><![CDATA[In an unmodded game, when one of your sims has become friends with any service sim - like the maid, the nanny or the butler - that service sim will, at the end of their working day, start asking if your sim wants them to stay over.<br />
<br />
Some people get annoyed by that question, and wish this to be automated.<br />
<br />
So here's *my* take on this:<br />
If the service sim has a <span style="font-weight: bold;">good enough relationship with one of the waking residents</span> on the lot, they will automatically stay until someone says goodbye!<br />
<br />
In the above statement, the phrase <span style="font-weight: bold;">good enough relationship</span> means that the service sim must be in love with one of your playables, OR they must be best friends AND have a crush.<br />
The phrase <span style="font-weight: bold;">waking residents</span> means that the romantic interest of this service sim must NOT be asleep at the time.<br />
<br />
This mod was inspired by a <a href="http://simsasylum.com/tfm/index.php?/topic/764-silly-questions/page__st__125#entry16923" target="_blank">question asked by bluegenjutsu</a>.<br />
<br />
Happy Simming!]]></description>
			<content:encoded><![CDATA[In an unmodded game, when one of your sims has become friends with any service sim - like the maid, the nanny or the butler - that service sim will, at the end of their working day, start asking if your sim wants them to stay over.<br />
<br />
Some people get annoyed by that question, and wish this to be automated.<br />
<br />
So here's *my* take on this:<br />
If the service sim has a <span style="font-weight: bold;">good enough relationship with one of the waking residents</span> on the lot, they will automatically stay until someone says goodbye!<br />
<br />
In the above statement, the phrase <span style="font-weight: bold;">good enough relationship</span> means that the service sim must be in love with one of your playables, OR they must be best friends AND have a crush.<br />
The phrase <span style="font-weight: bold;">waking residents</span> means that the romantic interest of this service sim must NOT be asleep at the time.<br />
<br />
This mod was inspired by a <a href="http://simsasylum.com/tfm/index.php?/topic/764-silly-questions/page__st__125#entry16923" target="_blank">question asked by bluegenjutsu</a>.<br />
<br />
Happy Simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Less Stupid Play]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3416</link>
			<pubDate>Tue, 01 May 2012 13:24:22 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3416</guid>
			<description><![CDATA[This mod limits some stupid autonomous Play in the following manner:<br />
<br />
<br />
"Red Hands" and "Rock Paper Scissors" will NOT be initiated by YAs, adults or elders, unless their Playfulness is 6 or higher. Also, whoever *does* initiate these games, will ONLY target children or teens.<br />
<br />
"Show Off" will still only be initiated by children, of course, but they will NOT autonomously target anyone older than Teen.<br />
<br />
"Swing Around" is a bit special: children will NOT autonomously ask anyone older than Teen to swing them around. Anyone Teen or older may still autonomously initiate the Swing Around, but ONLY if both Active and Playful are 6 or above, and they're NOT visibly pregnant!<br />
<br />
Your sims can still be DIRECTED to do any of these interactions, however.<br />
<br />
Happy Simming!]]></description>
			<content:encoded><![CDATA[This mod limits some stupid autonomous Play in the following manner:<br />
<br />
<br />
"Red Hands" and "Rock Paper Scissors" will NOT be initiated by YAs, adults or elders, unless their Playfulness is 6 or higher. Also, whoever *does* initiate these games, will ONLY target children or teens.<br />
<br />
"Show Off" will still only be initiated by children, of course, but they will NOT autonomously target anyone older than Teen.<br />
<br />
"Swing Around" is a bit special: children will NOT autonomously ask anyone older than Teen to swing them around. Anyone Teen or older may still autonomously initiate the Swing Around, but ONLY if both Active and Playful are 6 or above, and they're NOT visibly pregnant!<br />
<br />
Your sims can still be DIRECTED to do any of these interactions, however.<br />
<br />
Happy Simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Pick Another Toy]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3414</link>
			<pubDate>Sun, 29 Apr 2012 17:00:30 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3414</guid>
			<description><![CDATA[How often don't we see that? Multiple toddlers in the household, and multiple toys to play with, but all toddlers exclusively want to play with the one toy that's already in use! And since they're autonomous, they can't HOPE to interrupt the one toddler that's already playing with it, so they all just sit there waiting!<br />
<br />
Not anymore! With this mod in, toddlers will no longer try to play with any Peg box, Xylophone or Wobbly Wabbit Head that's already being used by another toddler.<br />
<br />
<span style="font-weight: bold;">UPDATE May 31st, 2012</span>: <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=1139" target="_blank">RebaLynn1960</a> requested a similar mod for the use of potties. So there it is: <span style="font-weight: bold;">BO - Pick Another Potty</span> works exactly the same as the toy thingy, but only for Maxis potties. Alas, custom potties will be impervious to this hack; they would need to be hacked separately...<br />
<br />
<span style="font-weight: bold;">Update!</span>: Potty mod updated... Dummy BO made a horrible mistake, forgetting to invert the outcome of a test! Now corrected!<br />
<br />
Another EAxoid stupidity nullified!<br />
<br />
Happy simming!]]></description>
			<content:encoded><![CDATA[How often don't we see that? Multiple toddlers in the household, and multiple toys to play with, but all toddlers exclusively want to play with the one toy that's already in use! And since they're autonomous, they can't HOPE to interrupt the one toddler that's already playing with it, so they all just sit there waiting!<br />
<br />
Not anymore! With this mod in, toddlers will no longer try to play with any Peg box, Xylophone or Wobbly Wabbit Head that's already being used by another toddler.<br />
<br />
<span style="font-weight: bold;">UPDATE May 31st, 2012</span>: <a href="http://www.leefish.nl/mybb/member.php?action=profile&amp;uid=1139" target="_blank">RebaLynn1960</a> requested a similar mod for the use of potties. So there it is: <span style="font-weight: bold;">BO - Pick Another Potty</span> works exactly the same as the toy thingy, but only for Maxis potties. Alas, custom potties will be impervious to this hack; they would need to be hacked separately...<br />
<br />
<span style="font-weight: bold;">Update!</span>: Potty mod updated... Dummy BO made a horrible mistake, forgetting to invert the outcome of a test! Now corrected!<br />
<br />
Another EAxoid stupidity nullified!<br />
<br />
Happy simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Less Toddler Annoyance]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3335</link>
			<pubDate>Fri, 13 Apr 2012 02:47:48 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3335</guid>
			<description><![CDATA[I got annoyed by some of the stupid things sims will do, because Maxis logic isn't always... well... LOGICAL.<br />
So several months ago I made this mod, and it's been in my game ever since. I had no intention of sharing it, unless someone started asking about such things. And now, on Simbology, <a href="http://www.simbology.com/smf/index.php?topic=8051.0" target="_blank">Orilon did</a>. So here's <span style="font-weight: bold;">BO - Less Toddler Annoyance</span>.<br />
<br />
If a Toddler hasn't at least learned to TALK, they can brabble all they want, but they can NOT autonomously ask for attention, food or a diaper change and hope others will understand them. They speak baby-talk!<br />
But on top of that, there are some more requirements, being:<ul>
<li>A Toddler needs to be potty-trained, to understand what's wrong about a dirty diaper. A toddler without this training, will NOT autonomously ask for a diaper change.</li>
<li>A Toddler's Hunger bar needs to begin turning slightly orange (-20 on a scale of -100..100), before they can ask for food.</li>
<li>A Toddler's Social or Hygiene bar needs to begin turning slightly orange (-20 on a scale of -100..100), before they can ask for attention.<br />
</li></ul>
<br />
Furthermore, because autonomous interruptions never work anyway, NOBODY will autonomously bother a Toddler for "Toss in Air", "Peek-a-boo" or "Huggle" if said toddler is already interacting with another sim or an object! Is the toddler dancing to the radio? Is it following a parent or singing a nursery rhyme by itself? Is it playing with any toy? If any of these is true, others will leave the kid alone unless you TELL them to disturb the rugrat!<br />
<br />
And there's more: IF a toddler ever gets to be *allowed* to start asking for attention, food or a diaper change, it will ONLY bug the nanny, a household member OR a blood relative. And even then only if the toddler knows them well enough. Toddlers are a little scared of perfect strangers, and will NOT risk bugging them!<br />
<br />
<span style="font-weight: bold;">NOTE</span>: HCDU *will* report a number of conflicts with mods such as TwoJeffs' "No Baby Toddler Swarming", or Pescado's "nobabyharrassment". This is perfectly normal. These other mods also do a lot of stuff that my mod does *not* conflict with. So if you load my mod last, you'll have the best of both worlds!<br />
<br />
I like my game to make a little sense in my own way. If my way is yours too, then please, enjoy this mod.<br />
<br />
<span style="font-weight: bold;">UPDATE, April 14th, 2012</span>: Because I originally never intended to upload this, and I have all EPs/SPs, I never cared to check if this mod was suitable for all configurations. Now I *have* checked, and it was NOT! The old version will ONLY work properly if you have AL or M&amp;G installed, and maybe also with any of the multi-packs that are so popular nowadays. Otherwise, it WILL run into problems fairly soon! But now there's a new version that will work if you have at least NL or better installed.<br />
<br />
<span style="font-weight: bold;">UPDATE, May 20st, 2012</span>: It's cute how toddlers will sometimes follow a parent around. Really, it is! BUT... NOT all day long! The only purpose the "Follow Parent" interaction serves, is to fill the rugrat's social bar. So what the hell is that bug doing, stalking mommy all day, even when her social bar is already at maximum??? Let them go *do* something with their time, even if they're not learning anything from it! So, here's an update that only allows Toddlers to "Follow Parent" when their social bar is below -50 (that's turning orange). Now only <span style="font-style: italic;">badly</span> neglected kids will follow someone around!<br />
<br />
And because I realize that this may not be useful for everyone, I've put it up as an alternative version; the NoFollow version. Enjoy!<br />
<br />
<span style="font-weight: bold;">UPDATE, November 26th, 2016</span>: Ok, long time no see, but here he is again... lordtyger9 was running the game with BV as latest pack (on a Mac), and ran into an issue. Upon closer investigation, it appears that in 2012, when I updated the mod to run without AL/M&amp;G, I omitted an update on the "Toss in Air" interaction.<br />
<br />
As of today, that oversight is corrected, for both the normal and the NoFollow versions. The new releases will work if you have at least NL or better installed. However, they REQUIRE <a href="http://drupal.cyjon.net/node/323" target="_blank">Cyjon's Smarter EP Check</a>.<br />
<br />
AL/M&amp;G users do NOT need to re-download (although they still may)!<br />
<br />
Happy simming!]]></description>
			<content:encoded><![CDATA[I got annoyed by some of the stupid things sims will do, because Maxis logic isn't always... well... LOGICAL.<br />
So several months ago I made this mod, and it's been in my game ever since. I had no intention of sharing it, unless someone started asking about such things. And now, on Simbology, <a href="http://www.simbology.com/smf/index.php?topic=8051.0" target="_blank">Orilon did</a>. So here's <span style="font-weight: bold;">BO - Less Toddler Annoyance</span>.<br />
<br />
If a Toddler hasn't at least learned to TALK, they can brabble all they want, but they can NOT autonomously ask for attention, food or a diaper change and hope others will understand them. They speak baby-talk!<br />
But on top of that, there are some more requirements, being:<ul>
<li>A Toddler needs to be potty-trained, to understand what's wrong about a dirty diaper. A toddler without this training, will NOT autonomously ask for a diaper change.</li>
<li>A Toddler's Hunger bar needs to begin turning slightly orange (-20 on a scale of -100..100), before they can ask for food.</li>
<li>A Toddler's Social or Hygiene bar needs to begin turning slightly orange (-20 on a scale of -100..100), before they can ask for attention.<br />
</li></ul>
<br />
Furthermore, because autonomous interruptions never work anyway, NOBODY will autonomously bother a Toddler for "Toss in Air", "Peek-a-boo" or "Huggle" if said toddler is already interacting with another sim or an object! Is the toddler dancing to the radio? Is it following a parent or singing a nursery rhyme by itself? Is it playing with any toy? If any of these is true, others will leave the kid alone unless you TELL them to disturb the rugrat!<br />
<br />
And there's more: IF a toddler ever gets to be *allowed* to start asking for attention, food or a diaper change, it will ONLY bug the nanny, a household member OR a blood relative. And even then only if the toddler knows them well enough. Toddlers are a little scared of perfect strangers, and will NOT risk bugging them!<br />
<br />
<span style="font-weight: bold;">NOTE</span>: HCDU *will* report a number of conflicts with mods such as TwoJeffs' "No Baby Toddler Swarming", or Pescado's "nobabyharrassment". This is perfectly normal. These other mods also do a lot of stuff that my mod does *not* conflict with. So if you load my mod last, you'll have the best of both worlds!<br />
<br />
I like my game to make a little sense in my own way. If my way is yours too, then please, enjoy this mod.<br />
<br />
<span style="font-weight: bold;">UPDATE, April 14th, 2012</span>: Because I originally never intended to upload this, and I have all EPs/SPs, I never cared to check if this mod was suitable for all configurations. Now I *have* checked, and it was NOT! The old version will ONLY work properly if you have AL or M&amp;G installed, and maybe also with any of the multi-packs that are so popular nowadays. Otherwise, it WILL run into problems fairly soon! But now there's a new version that will work if you have at least NL or better installed.<br />
<br />
<span style="font-weight: bold;">UPDATE, May 20st, 2012</span>: It's cute how toddlers will sometimes follow a parent around. Really, it is! BUT... NOT all day long! The only purpose the "Follow Parent" interaction serves, is to fill the rugrat's social bar. So what the hell is that bug doing, stalking mommy all day, even when her social bar is already at maximum??? Let them go *do* something with their time, even if they're not learning anything from it! So, here's an update that only allows Toddlers to "Follow Parent" when their social bar is below -50 (that's turning orange). Now only <span style="font-style: italic;">badly</span> neglected kids will follow someone around!<br />
<br />
And because I realize that this may not be useful for everyone, I've put it up as an alternative version; the NoFollow version. Enjoy!<br />
<br />
<span style="font-weight: bold;">UPDATE, November 26th, 2016</span>: Ok, long time no see, but here he is again... lordtyger9 was running the game with BV as latest pack (on a Mac), and ran into an issue. Upon closer investigation, it appears that in 2012, when I updated the mod to run without AL/M&amp;G, I omitted an update on the "Toss in Air" interaction.<br />
<br />
As of today, that oversight is corrected, for both the normal and the NoFollow versions. The new releases will work if you have at least NL or better installed. However, they REQUIRE <a href="http://drupal.cyjon.net/node/323" target="_blank">Cyjon's Smarter EP Check</a>.<br />
<br />
AL/M&amp;G users do NOT need to re-download (although they still may)!<br />
<br />
Happy simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Kids & Pets Unattended]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=3005</link>
			<pubDate>Sat, 28 Jan 2012 19:24:38 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=3005</guid>
			<description><![CDATA[Now all your sims can leave the lot and simply leave Babies, Toddlers and Pets unattended. Sims will not whine about not wanting to leave the little ones at home alone, and the Social Worker and the Animal Control Officer will stay away!<br />
<br />
If you want your sims to behave irresponsibly, now you can!<br />
<br />
NOTE: The HCDU <span style="font-style: italic;">will report one single conflict</span> with InTeenimater_B.package, but <span style="font-weight: bold;">this is of no consequence</span>! <span style="font-weight: bold;">Load my mod last</span>, and everything works fine!<br />
<br />
With this mod installed, there is no need for the "No Animal Control" hack, nor for any hacks to keep the Social Worker away, because to me it made sense to build those in.<br />
<br />
<span style="font-weight: bold;">UPDATE January 30th, 2012</span>: Now <span style="font-weight: bold;">walking</span> to School/Work and going to comm lots by any means have finally also been made possible without the need for a Nanny or any other kind of baby-sitter. Let the trailer trash families expand!<br />
<br />
<span style="font-weight: bold;">UPDATE April 30th, 2012</span>: Previous versions did NOT include going hiking or jogging. The newest version, however, DOES! Your sims may be irresponsible, but at least they'll be HEALTHY <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
<span style="font-weight: bold;">UPDATE August 11, 2012</span>: Lymangood reported an issue. If you do NOT have BV, FT, AL or M&amp;G installed, when there are kids on the lot, sims can ONLY leave the lot by taxi cab. Using their own car causes an error that - alas - can NOT be fixed. Only the mentioned EPs update the ownable cars so they support this option. There's nothing I can do...]]></description>
			<content:encoded><![CDATA[Now all your sims can leave the lot and simply leave Babies, Toddlers and Pets unattended. Sims will not whine about not wanting to leave the little ones at home alone, and the Social Worker and the Animal Control Officer will stay away!<br />
<br />
If you want your sims to behave irresponsibly, now you can!<br />
<br />
NOTE: The HCDU <span style="font-style: italic;">will report one single conflict</span> with InTeenimater_B.package, but <span style="font-weight: bold;">this is of no consequence</span>! <span style="font-weight: bold;">Load my mod last</span>, and everything works fine!<br />
<br />
With this mod installed, there is no need for the "No Animal Control" hack, nor for any hacks to keep the Social Worker away, because to me it made sense to build those in.<br />
<br />
<span style="font-weight: bold;">UPDATE January 30th, 2012</span>: Now <span style="font-weight: bold;">walking</span> to School/Work and going to comm lots by any means have finally also been made possible without the need for a Nanny or any other kind of baby-sitter. Let the trailer trash families expand!<br />
<br />
<span style="font-weight: bold;">UPDATE April 30th, 2012</span>: Previous versions did NOT include going hiking or jogging. The newest version, however, DOES! Your sims may be irresponsible, but at least they'll be HEALTHY <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
<span style="font-weight: bold;">UPDATE August 11, 2012</span>: Lymangood reported an issue. If you do NOT have BV, FT, AL or M&amp;G installed, when there are kids on the lot, sims can ONLY leave the lot by taxi cab. Using their own car causes an error that - alas - can NOT be fixed. Only the mentioned EPs update the ownable cars so they support this option. There's nothing I can do...]]></content:encoded>
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		<item>
			<title><![CDATA[BO - No Lecture Baby]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2752</link>
			<pubDate>Sun, 20 Nov 2011 16:48:03 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2752</guid>
			<description><![CDATA[If you hate how sims drop everything they're doing just to lecture a baby for soiling their diaper, then - of course - you'll have Pescado's "antibabylecture" installed in your game.<br />
<br />
However, I don't want my sims to lecture a baby for being smelly <span style="font-weight: bold;">ever</span>... They're <span style="font-style: italic;">Babies</span> for Pete's sake: they have no alternatives! I sure as hell don't see them walk to the bathroom to take a rubbish or a shower on their own! Older sims don't lecture <span style="font-style: italic;">Toddlers</span> for being smelly either, and <span style="font-weight: bold;">they</span> should at least be able to say "Bah" before they rubbish themselves! So I set out to make my own take on this.<br />
<br />
So here's <span style="font-weight: bold;">BO - No Lecture Baby</span>. When a baby soils their diaper, other sims (babies and toddlers excluded) will respond like they would with a smelly Toddler: they react <span style="font-weight: bold;">only</span> to the smell, but they will <span style="font-weight: bold;">not</span> lecture anyone.<br />
<br />
And that's not everything, because then I did one even better! If the older sim is already doing something (anything, actually), the "smell bad" icon is <span style="font-weight: bold;">not</span> added to their queue! Because it makes no sense for anyone to first finish everything they're doing, and then - 2 hours later - complain about the smell that was taken care of 2 hours ago! And this part works for babies and toddlers alike! (Yeah, I like my sims' actions to be sensible... <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />)<br />
<br />
This one works for ALL game configurations, but it *will* conflict with Pescado's "antibabylecture", of course. But then again, with my mod in place, it makes no sense to keep Pescado's mod in as well, does it?<br />
<br />
Happy Simming!]]></description>
			<content:encoded><![CDATA[If you hate how sims drop everything they're doing just to lecture a baby for soiling their diaper, then - of course - you'll have Pescado's "antibabylecture" installed in your game.<br />
<br />
However, I don't want my sims to lecture a baby for being smelly <span style="font-weight: bold;">ever</span>... They're <span style="font-style: italic;">Babies</span> for Pete's sake: they have no alternatives! I sure as hell don't see them walk to the bathroom to take a rubbish or a shower on their own! Older sims don't lecture <span style="font-style: italic;">Toddlers</span> for being smelly either, and <span style="font-weight: bold;">they</span> should at least be able to say "Bah" before they rubbish themselves! So I set out to make my own take on this.<br />
<br />
So here's <span style="font-weight: bold;">BO - No Lecture Baby</span>. When a baby soils their diaper, other sims (babies and toddlers excluded) will respond like they would with a smelly Toddler: they react <span style="font-weight: bold;">only</span> to the smell, but they will <span style="font-weight: bold;">not</span> lecture anyone.<br />
<br />
And that's not everything, because then I did one even better! If the older sim is already doing something (anything, actually), the "smell bad" icon is <span style="font-weight: bold;">not</span> added to their queue! Because it makes no sense for anyone to first finish everything they're doing, and then - 2 hours later - complain about the smell that was taken care of 2 hours ago! And this part works for babies and toddlers alike! (Yeah, I like my sims' actions to be sensible... <img src="images/smilies/biggrin.png" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />)<br />
<br />
This one works for ALL game configurations, but it *will* conflict with Pescado's "antibabylecture", of course. But then again, with my mod in place, it makes no sense to keep Pescado's mod in as well, does it?<br />
<br />
Happy Simming!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BO - Slow Aging Controller]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2419</link>
			<pubDate>Mon, 22 Aug 2011 11:01:48 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2419</guid>
			<description><![CDATA[This is an advanced hybrid, combining features from Monique's Individual Aging (sorry, no link available), AncientHighway's <a href="http://www.ancienthighway.net/smf/index.php?topic=70.0" target="_blank">Individual Aging for Witches</a> (based on Monique's mod) and my own <a href="http://www.leefish.nl/mybb/thread-1748.html" target="_blank">BO - Slow Aging</a>.<br />
<br />
<span style="font-weight: bold;">A Warning in advance</span>:<br />
When installing this mod, I advise you to remove any version of Individual Aging or Slow Aging you already have, as well as AncientHighway's <a href="http://www.ancienthighway.net/smf/index.php?topic=75.0" target="_blank">NPC Aging</a>.<br />
<br />
Failing to remove the aforementioned files will cause big trouble, and I will not be able to fix it. So please take no risks: get rid of those files!<br />
<br />
Also, this mod conflicts with Inteen. Don't worry about it! If you make sure this file loads AFTER Inteen, all will be fine. Only pregnant sims may get to live an extra day or so.<br />
<br />
<span style="font-weight: bold;">Now let's talk features!</span><br />
I use a different technique than Monique did. Monique didn't prevent aging at 6 PM, but gave back a day to each sim every day at 5 PM. I actually *do* prevent aging at 6 PM, thereby saving the game engine some work, in stead of giving it some extra.<br />
<br />
There's a BCON named "Aging Configuration", which you can alter as you wish. This BCON contains aging information for normal sims (all ages), Werewolves (teen, adult, elder), Plantsims (toddler, adult, elder) and Witches (teen, adult, elder). Servos, Vampires and Zombies are not changed, because they don't age anyway.<br />
Young Adults don't age normally, so this mod does NOT affect them.<br />
There are no settings for babies and pets: they always age normally.<br />
<br />
Each line contains a number 0, 1, 2, 3, or 4.<ul>
<li>0 = Age normally.</li>
<li>1 = Age only on Wednesday, Friday and Sunday (three times a week)</li>
<li>2 = Age only on Thursday and Sunday (twice a week)</li>
<li>3 = Age only on Sunday (once a week)</li>
<li>4 = Do not age at all (aging OFF)</li></ul>
<br />
This info is also found in the BCON as a reminder.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1529_1314007064_fa579323/da5fe341b9d299d720b6cd94aa6f5800/The%20configuration%20BCON.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1529_1314007064_fa579323/da5fe341b9d299d720b6cd94aa6f5800/The%20configuration%20BCON.jpg/thumb640x480" alt="" /></a><br />
<br />
So, by default, the BCON is set to make:<ul>
<li>normal sims and all teens age normally</li>
<li>adult and elder werewolves age three times a week</li>
<li>adult and elder plantsim age twice a week</li>
<li>adult and elder witches age once a week.</li></ul>
<br />
But you can change those settings as you wish.<br />
Now there's nothing more one needs to do; your sims will age up slower according to their 'type'. If a sim is both a Werewolf and a Witch, for example, the system will use the slowest of the two aging rates for your sim. With the above default settings, that would mean that this sim ages only on Sunday and thus lives 7 times as long as a normal mortal.<br />
<br />
But there's more... In-game, you can override the Default settings of the BCON for each sim individually!<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1530_1314007064_8ce33f05/0fd484575a2fd0ca6037e59365b1a850/Step%201.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1530_1314007064_8ce33f05/0fd484575a2fd0ca6037e59365b1a850/Step%201.jpg/thumb640x480" alt="" /></a><br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1531_1314007064_43c889a7/c31d2b7170509e85655d042f23360ad4/Step%202.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1531_1314007064_43c889a7/c31d2b7170509e85655d042f23360ad4/Step%202.jpg/thumb640x480" alt="" /></a><br />
<br />
(click the images to enlarge)<br />
<br />
The 'default' menu option means that the sim will use the BCON settings for its aging. The option that's currently active, will be greyed out.<br />
<br />
The aging menu is NOT available for Young Adults, Pets, Visitors, Employees, NPCs, Servos, Vampires or Zombies. Only human household members'  aging can be changed. <del>The menu DOES show up on Babies (that's a bug), but it doesn't function. A later version will do better.</del><br />
<br />
There are TWO versions of this mod:<br />
Version 1.01, the oldest, is designed to work with FreeTime or better game engine.<br />
Version 1.02, the newer, is fixed to work with Pets or better game engine.<br />
If you do not have at least the Pets EP, I recommend NOT using this mod. You can try v1.02 with OFB, but I guarantee nothing.<br />
<br />
<span style="font-weight: bold;">UPDATE, October 12th, 2011</span>: only slightly edited the description.<br />
<br />
<span style="font-weight: bold;">UPDATE, June 8th, 2015</span>: Version 1.01 released. I've finally fixed the menu, so the Aging options will not appear on babies anymore. Also cleaned up some typos in the description above...<br />
<br />
<span style="font-weight: bold;">UPDATE, Januari 18, 2020</span>: @<a id="mention_2223" href="member.php?action=profile&amp;uid=2223"><span class="tea"><strong>lordtyger9</strong></span></a> pointed out a problem that -- in his game -- occurred only with children so far. The logs indicated that my previous claim that this mod was OFB-compatible, was false. It required at least FreeTime. In order to make it work with earlier packs (Pets, minimum), I had two choices: either add a test that requires the presence of Cyjon's Smarter EP Check, or make a second version for pre-FT players. I've chosen the latter. Just pick the correct version for your game.]]></description>
			<content:encoded><![CDATA[This is an advanced hybrid, combining features from Monique's Individual Aging (sorry, no link available), AncientHighway's <a href="http://www.ancienthighway.net/smf/index.php?topic=70.0" target="_blank">Individual Aging for Witches</a> (based on Monique's mod) and my own <a href="http://www.leefish.nl/mybb/thread-1748.html" target="_blank">BO - Slow Aging</a>.<br />
<br />
<span style="font-weight: bold;">A Warning in advance</span>:<br />
When installing this mod, I advise you to remove any version of Individual Aging or Slow Aging you already have, as well as AncientHighway's <a href="http://www.ancienthighway.net/smf/index.php?topic=75.0" target="_blank">NPC Aging</a>.<br />
<br />
Failing to remove the aforementioned files will cause big trouble, and I will not be able to fix it. So please take no risks: get rid of those files!<br />
<br />
Also, this mod conflicts with Inteen. Don't worry about it! If you make sure this file loads AFTER Inteen, all will be fine. Only pregnant sims may get to live an extra day or so.<br />
<br />
<span style="font-weight: bold;">Now let's talk features!</span><br />
I use a different technique than Monique did. Monique didn't prevent aging at 6 PM, but gave back a day to each sim every day at 5 PM. I actually *do* prevent aging at 6 PM, thereby saving the game engine some work, in stead of giving it some extra.<br />
<br />
There's a BCON named "Aging Configuration", which you can alter as you wish. This BCON contains aging information for normal sims (all ages), Werewolves (teen, adult, elder), Plantsims (toddler, adult, elder) and Witches (teen, adult, elder). Servos, Vampires and Zombies are not changed, because they don't age anyway.<br />
Young Adults don't age normally, so this mod does NOT affect them.<br />
There are no settings for babies and pets: they always age normally.<br />
<br />
Each line contains a number 0, 1, 2, 3, or 4.<ul>
<li>0 = Age normally.</li>
<li>1 = Age only on Wednesday, Friday and Sunday (three times a week)</li>
<li>2 = Age only on Thursday and Sunday (twice a week)</li>
<li>3 = Age only on Sunday (once a week)</li>
<li>4 = Do not age at all (aging OFF)</li></ul>
<br />
This info is also found in the BCON as a reminder.<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1529_1314007064_fa579323/da5fe341b9d299d720b6cd94aa6f5800/The%20configuration%20BCON.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1529_1314007064_fa579323/da5fe341b9d299d720b6cd94aa6f5800/The%20configuration%20BCON.jpg/thumb640x480" alt="" /></a><br />
<br />
So, by default, the BCON is set to make:<ul>
<li>normal sims and all teens age normally</li>
<li>adult and elder werewolves age three times a week</li>
<li>adult and elder plantsim age twice a week</li>
<li>adult and elder witches age once a week.</li></ul>
<br />
But you can change those settings as you wish.<br />
Now there's nothing more one needs to do; your sims will age up slower according to their 'type'. If a sim is both a Werewolf and a Witch, for example, the system will use the slowest of the two aging rates for your sim. With the above default settings, that would mean that this sim ages only on Sunday and thus lives 7 times as long as a normal mortal.<br />
<br />
But there's more... In-game, you can override the Default settings of the BCON for each sim individually!<br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1530_1314007064_8ce33f05/0fd484575a2fd0ca6037e59365b1a850/Step%201.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1530_1314007064_8ce33f05/0fd484575a2fd0ca6037e59365b1a850/Step%201.jpg/thumb640x480" alt="" /></a><br />
<br />
<a href="http://www.leefish.nl/mybb/xthreads_attach.php/1531_1314007064_43c889a7/c31d2b7170509e85655d042f23360ad4/Step%202.jpg" rel="lightbox"><img src="http://www.leefish.nl/mybb/xthreads_attach.php/1531_1314007064_43c889a7/c31d2b7170509e85655d042f23360ad4/Step%202.jpg/thumb640x480" alt="" /></a><br />
<br />
(click the images to enlarge)<br />
<br />
The 'default' menu option means that the sim will use the BCON settings for its aging. The option that's currently active, will be greyed out.<br />
<br />
The aging menu is NOT available for Young Adults, Pets, Visitors, Employees, NPCs, Servos, Vampires or Zombies. Only human household members'  aging can be changed. <del>The menu DOES show up on Babies (that's a bug), but it doesn't function. A later version will do better.</del><br />
<br />
There are TWO versions of this mod:<br />
Version 1.01, the oldest, is designed to work with FreeTime or better game engine.<br />
Version 1.02, the newer, is fixed to work with Pets or better game engine.<br />
If you do not have at least the Pets EP, I recommend NOT using this mod. You can try v1.02 with OFB, but I guarantee nothing.<br />
<br />
<span style="font-weight: bold;">UPDATE, October 12th, 2011</span>: only slightly edited the description.<br />
<br />
<span style="font-weight: bold;">UPDATE, June 8th, 2015</span>: Version 1.01 released. I've finally fixed the menu, so the Aging options will not appear on babies anymore. Also cleaned up some typos in the description above...<br />
<br />
<span style="font-weight: bold;">UPDATE, Januari 18, 2020</span>: @<a id="mention_2223" href="member.php?action=profile&amp;uid=2223"><span class="tea"><strong>lordtyger9</strong></span></a> pointed out a problem that -- in his game -- occurred only with children so far. The logs indicated that my previous claim that this mod was OFB-compatible, was false. It required at least FreeTime. In order to make it work with earlier packs (Pets, minimum), I had two choices: either add a test that requires the presence of Cyjon's Smarter EP Check, or make a second version for pre-FT players. I've chosen the latter. Just pick the correct version for your game.]]></content:encoded>
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			<title><![CDATA[BO - NoAuto Toddler Bathing]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2294</link>
			<pubDate>Wed, 27 Jul 2011 20:10:15 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2294</guid>
			<description><![CDATA[As <a href="http://www.the-isz.com/theisz/index.php?/topic/9610-bathing-toddlers/" target="_blank">requested by Nyxie</a>, except for the Nanny, nobody will autonomously bather Toddlers. There are much better things to do with all that perfectly good water, anyway, now aren't there?<br />
<br />
NOTE: if you do NOT have AL and/or M&amp;G installed, please use the pre-AL version.]]></description>
			<content:encoded><![CDATA[As <a href="http://www.the-isz.com/theisz/index.php?/topic/9610-bathing-toddlers/" target="_blank">requested by Nyxie</a>, except for the Nanny, nobody will autonomously bather Toddlers. There are much better things to do with all that perfectly good water, anyway, now aren't there?<br />
<br />
NOTE: if you do NOT have AL and/or M&amp;G installed, please use the pre-AL version.]]></content:encoded>
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			<title><![CDATA[BO - Unlimited Sims]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2139</link>
			<pubDate>Thu, 07 Jul 2011 05:38:44 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2139</guid>
			<description><![CDATA[Do you hate the 8-sims-per-lot limit? Most likely, you do!<br />
Do you have LotFullOfSims installed to overcome that limit? Probably!<br />
<br />
Now there's a better way: remove LotFullOfSims, and install this mod in stead!<br />
<br />
It's tiny, it works for ALL games, and it does NOT conflict with ANYTHING!<br />
<br />
And here is why you want to use this mod instead of "LotFullOfSims":<br />
Normally, the unmodded game keeps track of the number of sims and/or pets living on any lot by running a BHAV name "Lot - Full of Sims?". If the lot contains eight sims, or six sims and up to four pets, this BHAV tells the game that the lot is full. As a result, when you click a visitor, you will find no menu option for asking them to move in. Or two sims might TFB a million times and never get pregnant.<br />
The "LotFullOfSims" mod changes several of the BHAVs that are called by "Lot - Full of Sims?" in order to manipulate the result just so new additions are posible. Any sim can move in, and TFB-ing sims can get pregnant as if there is plenty of room. However, the changes that the LFoS mod makes, cause conflicts with several other mods, including TwoJeffs' "PregForAllGenders" mod.<br />
"Unlimited Sims" is much simpler, though. Instead of altering other BHAVs, it changes the main BHAV directly. Now, without calling any other BHAVs and thus ignoring the actualy sims/pets living here, "Lot - Full of Sims?" simply reports that only one poor, sad, lonely sim lives here without any pets and that, as a result, there is room aplenty to add more sims and/or pets. Now, there are NO conflicts with any other mods. Clean and simple.<br />
<br />
This way, you can just use TwoJeffs' PregForAllGenders instead of AncientHighway's version, which means that you can install <a href="http://www.leefish.nl/mybb/showthread.php?tid=2061" target="_blank">BO - Alien Experiments - P4A Override</a> (which doesn't work with AH's mod), if you want to <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Any settings you may have in your UserStartup.cheat file to accommodate LotFullOfSims, are still useful for adding families from neighborhood view. So you can leave them where they are.]]></description>
			<content:encoded><![CDATA[Do you hate the 8-sims-per-lot limit? Most likely, you do!<br />
Do you have LotFullOfSims installed to overcome that limit? Probably!<br />
<br />
Now there's a better way: remove LotFullOfSims, and install this mod in stead!<br />
<br />
It's tiny, it works for ALL games, and it does NOT conflict with ANYTHING!<br />
<br />
And here is why you want to use this mod instead of "LotFullOfSims":<br />
Normally, the unmodded game keeps track of the number of sims and/or pets living on any lot by running a BHAV name "Lot - Full of Sims?". If the lot contains eight sims, or six sims and up to four pets, this BHAV tells the game that the lot is full. As a result, when you click a visitor, you will find no menu option for asking them to move in. Or two sims might TFB a million times and never get pregnant.<br />
The "LotFullOfSims" mod changes several of the BHAVs that are called by "Lot - Full of Sims?" in order to manipulate the result just so new additions are posible. Any sim can move in, and TFB-ing sims can get pregnant as if there is plenty of room. However, the changes that the LFoS mod makes, cause conflicts with several other mods, including TwoJeffs' "PregForAllGenders" mod.<br />
"Unlimited Sims" is much simpler, though. Instead of altering other BHAVs, it changes the main BHAV directly. Now, without calling any other BHAVs and thus ignoring the actualy sims/pets living here, "Lot - Full of Sims?" simply reports that only one poor, sad, lonely sim lives here without any pets and that, as a result, there is room aplenty to add more sims and/or pets. Now, there are NO conflicts with any other mods. Clean and simple.<br />
<br />
This way, you can just use TwoJeffs' PregForAllGenders instead of AncientHighway's version, which means that you can install <a href="http://www.leefish.nl/mybb/showthread.php?tid=2061" target="_blank">BO - Alien Experiments - P4A Override</a> (which doesn't work with AH's mod), if you want to <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Any settings you may have in your UserStartup.cheat file to accommodate LotFullOfSims, are still useful for adding families from neighborhood view. So you can leave them where they are.]]></content:encoded>
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		<item>
			<title><![CDATA[BO - Children get Bottles]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2095</link>
			<pubDate>Wed, 29 Jun 2011 16:59:55 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2095</guid>
			<description><![CDATA[Isn't it weird, how the Maxoids think it's a good idea to have children do all kinds of weird stuff, and hardly anything sensible? Sure, children play, and they still need to learn some of what can and can not be done. But if they can get a left-over from a fridge, then why would they NOT be able to get a bottle for their younger siblings.<br />
<br />
So this mod addresses that problem. However: this ONLY works for all the Maxis fridges. If you have custom fridges, and want them to be child-friendly too, you need to do something about it yourself, alas.<br />
<br />
And here's how: open the package of your fridge in SimPE, select the TTAB resource, open it in plug-in view, select interaction <span style="text-decoration: underline;">0xA (10)</span>, usually named "Baby Bottle", tick the box next to "children", commit file, save, delete groups.cache, and start your game to enjoy your work!<br />
<br />
No need for that when it comes to Maxis fridges, though. Because you can download that right here. <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<span style="font-weight: bold;">UPDATE June 17th, 2012</span>: Obviously, I missed something! The K&amp;B fridges (Solid Sense Fridge and Coldinator) were NOT covered by the initial release of this mod. So here's a fix that requires a little special care:<ul>
<li>Players who DO have K&amp;B, but NOT AL or M&amp;G, should redownload the normal version and put it in Downloads as always.</li>
<li>Players who DO have AL or M&amp;G, however, do NOT need to redownload (although they *may*), but should pick up the Override in stead, and put it in the "TSData/Res/Overrides" sub-folder of their latest pack's installation folder.</li>
<li>AGS users who occasionally play without AL/M&amp;G, should probably pick up BOTH files.<br />
</li></ul>
And that should do the trick. Sorry for messing up, and thanks to Aerosimkat for pointing out this issue.<br />
<br />
Enjoy]]></description>
			<content:encoded><![CDATA[Isn't it weird, how the Maxoids think it's a good idea to have children do all kinds of weird stuff, and hardly anything sensible? Sure, children play, and they still need to learn some of what can and can not be done. But if they can get a left-over from a fridge, then why would they NOT be able to get a bottle for their younger siblings.<br />
<br />
So this mod addresses that problem. However: this ONLY works for all the Maxis fridges. If you have custom fridges, and want them to be child-friendly too, you need to do something about it yourself, alas.<br />
<br />
And here's how: open the package of your fridge in SimPE, select the TTAB resource, open it in plug-in view, select interaction <span style="text-decoration: underline;">0xA (10)</span>, usually named "Baby Bottle", tick the box next to "children", commit file, save, delete groups.cache, and start your game to enjoy your work!<br />
<br />
No need for that when it comes to Maxis fridges, though. Because you can download that right here. <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<span style="font-weight: bold;">UPDATE June 17th, 2012</span>: Obviously, I missed something! The K&amp;B fridges (Solid Sense Fridge and Coldinator) were NOT covered by the initial release of this mod. So here's a fix that requires a little special care:<ul>
<li>Players who DO have K&amp;B, but NOT AL or M&amp;G, should redownload the normal version and put it in Downloads as always.</li>
<li>Players who DO have AL or M&amp;G, however, do NOT need to redownload (although they *may*), but should pick up the Override in stead, and put it in the "TSData/Res/Overrides" sub-folder of their latest pack's installation folder.</li>
<li>AGS users who occasionally play without AL/M&amp;G, should probably pick up BOTH files.<br />
</li></ul>
And that should do the trick. Sorry for messing up, and thanks to Aerosimkat for pointing out this issue.<br />
<br />
Enjoy]]></content:encoded>
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		<item>
			<title><![CDATA[BO - Alien Experiments - P4A Override]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2061</link>
			<pubDate>Fri, 24 Jun 2011 21:00:19 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2061</guid>
			<description><![CDATA[This mod was formerly named "BO - P4A - Alien Trigger Override". It was recently renamed to emphasize the link with the Alien Experiments mod.<br />
The basis for this idea was put in my head by ZephyrZodiac at Simbology (see <a href="http://www.simbology.com/smf/index.php?topic=7178.0" target="_blank">this thread</a>).<br />
<br />
What does this mod do?<br />
<br />
This mod modifies the PregForAllGenders in such a way that Alien Abduction is required for Same Sex Pregnancy.<br />
It has four different modes, which can be set by changing some settings in a BCON.<ul>
<li>Standard mode. When a sim has been abducted by aliens, that sim becomes bi-gendered: in a mixed gender relationship, it will still play its normal role (males impregnate, females give birth). But in a same sex relationship, the bi-gendered sim may act as the opposite sex. The bi-gendered female will impregnate her SO, and the bi-gendered male can give birth. If both partners in a same-sex relationship are bi-gendered, the initiating sim will take on the role of the opposite sex.</li>
<li>Toggled mode. Same as standard mode, with the following exception: if a bi-gendered sim is abducted again, they return to normal again!</li>
<li>Invasive mode. When a sim gets abdcuted, they SWITCH gender. So a female gains the ability to impregnate people, but loses the ability to give birth. A male gains the ability to give birth, but loses the power to impregnate others. In invasive mode, if both partners in a mixed gender relationship have been altered, the female will impregnate her husband, and HE will give birth to their child!</li>
<li>Invasive Toggled mode. A switched sim, when abducted again, returns to normal.<br />
</li></ul>
<br />
What's needed for this mod to work?<ul>
<li>This mod requires that NightLife or a better EP/SP is installed. Don't even think about using this mod with Basegame or University alone, because it will NOT work!</li>
<li><a href="http://www.simbology.com/smf/index.php?topic=14.0" target="_blank">PregForAllGenders</a> (TJ's versions only) or Inteenimater WITH the Same Sex Pregnancy Flavor-pack. The mod will not check for the presence of the flavor-pack, nor for PregForAll, but if you don't have either, it will NOT work properly.</li>
<li>This mod NEEDS to load AFTER PregForAllGenders, or AFTER Inteen and its flavor-packs.<br />
</li></ul>
<br />
Q: I have Inteen installed, so I can't use PregForAllGenders. Can I still use this mod?<br />
A: Yes, you can, as long as you have the Same Sex Pregnancy flavor-pack installed!<br />
<br />
Q: I have ACR 1 installed. Will this mod work in my game?<br />
A: Sorry, no. At least not yet. I'm working on that!<br />
<br />
Q: I have ACR 2 installed. Can I use this mod?<br />
A: Yes, you can, BUT... you need to also download the ACR 2 patch, and replace two of ACR's files with mine. Disable or remove the files named "ACR - Controller - Bed Socials" and "ACR - Controller - Sofa Socials" and put my versions of those files in your ACR folder.<br />
<br />
Q: I have LotFullOfSims, and TwoJeffs' PregForAllGenders isn't compatible with that. Can I use this mod with AncientHighway's PregForAllGenders?<br />
A: NO, you can NOT! You'll HAVE to use TwoJeffs' version of <a href="http://www.simbology.com/smf/index.php?topic=14.0" target="_blank">PregForAllGenders</a>. That means you'll have to get rid of LotFullOfSims. But fortunately, I have a solution for that, too: install <a href="http://www.leefish.nl/mybb/showthread.php?tid=2139" target="_blank">BO - Unlimited Sims</a> instead. It does the same as LFoS, but it doesn't conflict with anything!<br />
<br />
Q: How do I change modes?<br />
A: Open the package in SimPE, and alter the "Toggled" and/or "Invasive" settings in BCON 0x0000017f (SG - Tuning - Fertility Modifier). Commit the changes and save the file.<br />
<br />
<br />
<span style="font-weight: bold;">Update, July 10th, 2011</span>: New version 1.25 now available.<br />
<br />
New in version v1.25 - Two special tokens have been added:<ul>
<li>A 'Permanent' Gender Change Token, which can be obtained in two ways: your sim can recieve it from Aliens when they're abducted, or they can buy it from the Reward Catalog at the price of 500,000 reward points. If they already have the token, your sims can also have it removed for another 500,000.</li>
<li>A 'Temporary' Gender Change Token, which can ONLY be bought at the Reward Catalog for 50,000. Once bought, this token can NOT be removed at will; it stays in the sim's inventory until pregnancy occurs for them or their partner, and is then automatically deleted.<br />
</li></ul>
<br />
Each sim can have two tokens at the most: one permanent and one temporary. These tokens serve exactly the same function as abductions, but are separately processed. First all abduction memories are handled, and the sim's gender appropriately adjusted. Then the Permanent Token is processed in the same way, and finally the Temporary Token.<br />
<br />
NOTE: For Tokens to be given by Aliens, you need to have the latest version (v1.6) of <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments</a> installed in your game.<br />
For Tokens to be available from the Reward Catalog, you need to have the latest version (v1.40) of the <a href="http://www.leefish.nl/mybb/thread-913.html" target="_blank">Reward Catalog</a> installed.<br />
<br />
<span style="font-weight: bold;"><span style="color: red;">NOTE for ACR2 users</span></span>: When upgrading to v1.25, re-download of the ACR 2 patch is <span style="font-weight: bold;">REQUIRED</span> for everything to work correctly. Sorry about that.<br />
<br />
<span style="font-weight: bold;"><span style="color: red;">NOTE for InTeen users</span></span>: If for any reason the InTeen documentation tells you to change a setting in the BCON named "SG - Tuning - Fertility Modifier", do NOT look for that BCON in InTeen's files, but in this mod in stead! Since this mod must load AFTER InTeen, the InTeen version of this BCON will not be used by the game.<br />
<br />
<span style="font-weight: bold;">UPDATE July 12, 2011</span>: New version 1.26 to fix a Bug. I forgot to signal to Inteen that Same Sex Pregnancy is enabled. Users of v1.25 do NOT need to re-download; they can set that flag themselves in the BCON: change the line "SSP Enabled?" to 1, and the problem is fixed.<br />
<br />
<span style="font-weight: bold;">UPDATE July 14, 2011</span>: New version 1.27 available.<br />
New in version 1.27: Pregnancy Chance reduction. A new option was added to the BCON, named "Pregnancy% Divider". By default, this is set to 1, causing the pregnancy chances to be normal. Setting this value to 2 reduces the chance to one half, setting it to 3 reduces it to one third, etc. Setting it to 100 or more causes sims to ALMOST NEVER get pregnant.<br />
<br />
<span style="font-weight: bold;">UPDATE November 27, 2011</span>: New version 1.28 available.<br />
This version doesn't add any new functionality, but is merely a restructured v1.27.<br />
This restructure was required for new functionality added to the Gender-Change part of  <a href="http://www.leefish.nl/mybb/thread-913.html" target="_blank">BO - Reward Catalog v1.42</a>. If you're not upgrading the Reward Catalog, you don't need to re-download this mod either.<br />
<br />
<span style="font-weight: bold;">UPDATE April 28th, 2012</span>: New version 1.30 available. This version fixes a bug where a Teen 'male' was unable to TFB with an adult 'female'. Thanks go to Tessalion13 for <a href="http://simsasylum.com/tfm/index.php?/topic/506-bo-p4a-alien-trigger-override/#entry31459" target="_blank">reporting this issue</a>!<br />
<br />
<span style="font-weight: bold;">UPDATE May 21st, 2012</span>: New version 1.31 available.<br />
So far, the engine of this mod was counting abduction memories a sim had, to determine their effect on its internal gender. So what would happen if the sim's memories were erased, either by an Evil Witch, or by the Aliens themselves? EXACTLY: The sim would be reset to their original gender! But a change in someone's memories should NOT change their physical condition! Fortunately, I've found a way to prevent this: there's actually a token on each sim, that registers the number of abductions. And memory loss does NOT include tokens, so that counter is safe! The newest version of this mod now simply reads that counter, instead of wasting oodles of time filtering and counting memories and probably getting it wrong if the sim's memory was erased.<br />
<br />
Once again, enjoy!<br />
<br />
<br />
Final NOTE: If you ever decide to uninstall this mod (though I can't for the life of me think of a good reason for wanting to do so), remember to also remove the patched ACR files and put the originals back in. If you don't, your game will not run properly!<br />
Make sure, however, that my mod loads AFTER whatever version of Preg-for-All you have installed. HCDU *will* report a conflict, but that is by design, and therefor nothing to be worried about.<br />
<br />
Credits: I want to thank TwoJeffs and AncientHighway for their respective versions of Preg-for-All, which made this possible.]]></description>
			<content:encoded><![CDATA[This mod was formerly named "BO - P4A - Alien Trigger Override". It was recently renamed to emphasize the link with the Alien Experiments mod.<br />
The basis for this idea was put in my head by ZephyrZodiac at Simbology (see <a href="http://www.simbology.com/smf/index.php?topic=7178.0" target="_blank">this thread</a>).<br />
<br />
What does this mod do?<br />
<br />
This mod modifies the PregForAllGenders in such a way that Alien Abduction is required for Same Sex Pregnancy.<br />
It has four different modes, which can be set by changing some settings in a BCON.<ul>
<li>Standard mode. When a sim has been abducted by aliens, that sim becomes bi-gendered: in a mixed gender relationship, it will still play its normal role (males impregnate, females give birth). But in a same sex relationship, the bi-gendered sim may act as the opposite sex. The bi-gendered female will impregnate her SO, and the bi-gendered male can give birth. If both partners in a same-sex relationship are bi-gendered, the initiating sim will take on the role of the opposite sex.</li>
<li>Toggled mode. Same as standard mode, with the following exception: if a bi-gendered sim is abducted again, they return to normal again!</li>
<li>Invasive mode. When a sim gets abdcuted, they SWITCH gender. So a female gains the ability to impregnate people, but loses the ability to give birth. A male gains the ability to give birth, but loses the power to impregnate others. In invasive mode, if both partners in a mixed gender relationship have been altered, the female will impregnate her husband, and HE will give birth to their child!</li>
<li>Invasive Toggled mode. A switched sim, when abducted again, returns to normal.<br />
</li></ul>
<br />
What's needed for this mod to work?<ul>
<li>This mod requires that NightLife or a better EP/SP is installed. Don't even think about using this mod with Basegame or University alone, because it will NOT work!</li>
<li><a href="http://www.simbology.com/smf/index.php?topic=14.0" target="_blank">PregForAllGenders</a> (TJ's versions only) or Inteenimater WITH the Same Sex Pregnancy Flavor-pack. The mod will not check for the presence of the flavor-pack, nor for PregForAll, but if you don't have either, it will NOT work properly.</li>
<li>This mod NEEDS to load AFTER PregForAllGenders, or AFTER Inteen and its flavor-packs.<br />
</li></ul>
<br />
Q: I have Inteen installed, so I can't use PregForAllGenders. Can I still use this mod?<br />
A: Yes, you can, as long as you have the Same Sex Pregnancy flavor-pack installed!<br />
<br />
Q: I have ACR 1 installed. Will this mod work in my game?<br />
A: Sorry, no. At least not yet. I'm working on that!<br />
<br />
Q: I have ACR 2 installed. Can I use this mod?<br />
A: Yes, you can, BUT... you need to also download the ACR 2 patch, and replace two of ACR's files with mine. Disable or remove the files named "ACR - Controller - Bed Socials" and "ACR - Controller - Sofa Socials" and put my versions of those files in your ACR folder.<br />
<br />
Q: I have LotFullOfSims, and TwoJeffs' PregForAllGenders isn't compatible with that. Can I use this mod with AncientHighway's PregForAllGenders?<br />
A: NO, you can NOT! You'll HAVE to use TwoJeffs' version of <a href="http://www.simbology.com/smf/index.php?topic=14.0" target="_blank">PregForAllGenders</a>. That means you'll have to get rid of LotFullOfSims. But fortunately, I have a solution for that, too: install <a href="http://www.leefish.nl/mybb/showthread.php?tid=2139" target="_blank">BO - Unlimited Sims</a> instead. It does the same as LFoS, but it doesn't conflict with anything!<br />
<br />
Q: How do I change modes?<br />
A: Open the package in SimPE, and alter the "Toggled" and/or "Invasive" settings in BCON 0x0000017f (SG - Tuning - Fertility Modifier). Commit the changes and save the file.<br />
<br />
<br />
<span style="font-weight: bold;">Update, July 10th, 2011</span>: New version 1.25 now available.<br />
<br />
New in version v1.25 - Two special tokens have been added:<ul>
<li>A 'Permanent' Gender Change Token, which can be obtained in two ways: your sim can recieve it from Aliens when they're abducted, or they can buy it from the Reward Catalog at the price of 500,000 reward points. If they already have the token, your sims can also have it removed for another 500,000.</li>
<li>A 'Temporary' Gender Change Token, which can ONLY be bought at the Reward Catalog for 50,000. Once bought, this token can NOT be removed at will; it stays in the sim's inventory until pregnancy occurs for them or their partner, and is then automatically deleted.<br />
</li></ul>
<br />
Each sim can have two tokens at the most: one permanent and one temporary. These tokens serve exactly the same function as abductions, but are separately processed. First all abduction memories are handled, and the sim's gender appropriately adjusted. Then the Permanent Token is processed in the same way, and finally the Temporary Token.<br />
<br />
NOTE: For Tokens to be given by Aliens, you need to have the latest version (v1.6) of <a href="http://www.leefish.nl/mybb/thread-938.html" target="_blank">Alien Experiments</a> installed in your game.<br />
For Tokens to be available from the Reward Catalog, you need to have the latest version (v1.40) of the <a href="http://www.leefish.nl/mybb/thread-913.html" target="_blank">Reward Catalog</a> installed.<br />
<br />
<span style="font-weight: bold;"><span style="color: red;">NOTE for ACR2 users</span></span>: When upgrading to v1.25, re-download of the ACR 2 patch is <span style="font-weight: bold;">REQUIRED</span> for everything to work correctly. Sorry about that.<br />
<br />
<span style="font-weight: bold;"><span style="color: red;">NOTE for InTeen users</span></span>: If for any reason the InTeen documentation tells you to change a setting in the BCON named "SG - Tuning - Fertility Modifier", do NOT look for that BCON in InTeen's files, but in this mod in stead! Since this mod must load AFTER InTeen, the InTeen version of this BCON will not be used by the game.<br />
<br />
<span style="font-weight: bold;">UPDATE July 12, 2011</span>: New version 1.26 to fix a Bug. I forgot to signal to Inteen that Same Sex Pregnancy is enabled. Users of v1.25 do NOT need to re-download; they can set that flag themselves in the BCON: change the line "SSP Enabled?" to 1, and the problem is fixed.<br />
<br />
<span style="font-weight: bold;">UPDATE July 14, 2011</span>: New version 1.27 available.<br />
New in version 1.27: Pregnancy Chance reduction. A new option was added to the BCON, named "Pregnancy% Divider". By default, this is set to 1, causing the pregnancy chances to be normal. Setting this value to 2 reduces the chance to one half, setting it to 3 reduces it to one third, etc. Setting it to 100 or more causes sims to ALMOST NEVER get pregnant.<br />
<br />
<span style="font-weight: bold;">UPDATE November 27, 2011</span>: New version 1.28 available.<br />
This version doesn't add any new functionality, but is merely a restructured v1.27.<br />
This restructure was required for new functionality added to the Gender-Change part of  <a href="http://www.leefish.nl/mybb/thread-913.html" target="_blank">BO - Reward Catalog v1.42</a>. If you're not upgrading the Reward Catalog, you don't need to re-download this mod either.<br />
<br />
<span style="font-weight: bold;">UPDATE April 28th, 2012</span>: New version 1.30 available. This version fixes a bug where a Teen 'male' was unable to TFB with an adult 'female'. Thanks go to Tessalion13 for <a href="http://simsasylum.com/tfm/index.php?/topic/506-bo-p4a-alien-trigger-override/#entry31459" target="_blank">reporting this issue</a>!<br />
<br />
<span style="font-weight: bold;">UPDATE May 21st, 2012</span>: New version 1.31 available.<br />
So far, the engine of this mod was counting abduction memories a sim had, to determine their effect on its internal gender. So what would happen if the sim's memories were erased, either by an Evil Witch, or by the Aliens themselves? EXACTLY: The sim would be reset to their original gender! But a change in someone's memories should NOT change their physical condition! Fortunately, I've found a way to prevent this: there's actually a token on each sim, that registers the number of abductions. And memory loss does NOT include tokens, so that counter is safe! The newest version of this mod now simply reads that counter, instead of wasting oodles of time filtering and counting memories and probably getting it wrong if the sim's memory was erased.<br />
<br />
Once again, enjoy!<br />
<br />
<br />
Final NOTE: If you ever decide to uninstall this mod (though I can't for the life of me think of a good reason for wanting to do so), remember to also remove the patched ACR files and put the originals back in. If you don't, your game will not run properly!<br />
Make sure, however, that my mod loads AFTER whatever version of Preg-for-All you have installed. HCDU *will* report a conflict, but that is by design, and therefor nothing to be worried about.<br />
<br />
Credits: I want to thank TwoJeffs and AncientHighway for their respective versions of Preg-for-All, which made this possible.]]></content:encoded>
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			<title><![CDATA[simfantastic2's Wooden Snack Closet edited]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=2021</link>
			<pubDate>Sat, 18 Jun 2011 11:53:34 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=2021</guid>
			<description><![CDATA[This is an edited version of <a href="http://www.modthesims.info/d/186089" target="_blank">Simfantastic2's Wooden Snack Closet</a>.<br />
The closet has been edited to now be truly compatible with all game configurations.<br />
<br />
And some other changes were made to it...<ul>
<li>The price has been adjusted to no longer be a cheat: the original could be bought for 500, and sold the next day for 600. This one costs 400, and depreciates properly.</li>
<li>Room score has been corrected: default maxis fridges of such low prices don't have a room score, so custom ones shouldn't have them either.<br />
</li></ul>
<br />
That's the AllGames version.<br />
<br />
But there's a second version (v2) to which some more changes were made, to make it more fitting for a medieval game setting:<ul>
<li>This fridge does NOT accept food baskets, only fresh produce and fish!</li>
<li>Since glass wasn't as readily available then, all bottle interactions have been disabled.</li>
<li>The "play" option has been disabled. Food storage wasn't meant to play with!<br />
</li></ul>
<br />
<span style="font-weight: bold;">Note:</span> As I stated above, this fridge truly is compatible with all game configurations. However, since version 2 ONLY accepts fresh produce and fish, it won't be any good unless at least Seasons is installed.<br />
<span style="font-weight: bold;">Also note:</span> Both these edited versions still uses the same GUID as Simfantastic2's original, so you can have only one of the three in your game. The advantage is: any recolours you have for one, will also work for the other <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> (like <a href="http://www.leefish.nl/mybb/showthread.php?tid=2030" target="_blank">these</a> and <a href="http://www.leefish.nl/mybb/showthread.php?tid=2029" target="_blank">these</a> by Michelle)<br />
<br />
<span style="font-weight: bold;">Update, June 19, 2011:</span> An AllGames version is now available as well. This one will work exactly like any normal Maxis fridge, regardless what EPs/SPs you have.<br />
<br />
Credits: of course, copyright of this fridge belongs to <a href="http://www.modthesims.info/member.php?u=52640" target="_blank">simfantastic2</a>]]></description>
			<content:encoded><![CDATA[This is an edited version of <a href="http://www.modthesims.info/d/186089" target="_blank">Simfantastic2's Wooden Snack Closet</a>.<br />
The closet has been edited to now be truly compatible with all game configurations.<br />
<br />
And some other changes were made to it...<ul>
<li>The price has been adjusted to no longer be a cheat: the original could be bought for 500, and sold the next day for 600. This one costs 400, and depreciates properly.</li>
<li>Room score has been corrected: default maxis fridges of such low prices don't have a room score, so custom ones shouldn't have them either.<br />
</li></ul>
<br />
That's the AllGames version.<br />
<br />
But there's a second version (v2) to which some more changes were made, to make it more fitting for a medieval game setting:<ul>
<li>This fridge does NOT accept food baskets, only fresh produce and fish!</li>
<li>Since glass wasn't as readily available then, all bottle interactions have been disabled.</li>
<li>The "play" option has been disabled. Food storage wasn't meant to play with!<br />
</li></ul>
<br />
<span style="font-weight: bold;">Note:</span> As I stated above, this fridge truly is compatible with all game configurations. However, since version 2 ONLY accepts fresh produce and fish, it won't be any good unless at least Seasons is installed.<br />
<span style="font-weight: bold;">Also note:</span> Both these edited versions still uses the same GUID as Simfantastic2's original, so you can have only one of the three in your game. The advantage is: any recolours you have for one, will also work for the other <img src="images/smilies/smile.png" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> (like <a href="http://www.leefish.nl/mybb/showthread.php?tid=2030" target="_blank">these</a> and <a href="http://www.leefish.nl/mybb/showthread.php?tid=2029" target="_blank">these</a> by Michelle)<br />
<br />
<span style="font-weight: bold;">Update, June 19, 2011:</span> An AllGames version is now available as well. This one will work exactly like any normal Maxis fridge, regardless what EPs/SPs you have.<br />
<br />
Credits: of course, copyright of this fridge belongs to <a href="http://www.modthesims.info/member.php?u=52640" target="_blank">simfantastic2</a>]]></content:encoded>
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			<title><![CDATA[BO - Slow Aging]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=1748</link>
			<pubDate>Sat, 30 Apr 2011 01:10:57 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=1748</guid>
			<description><![CDATA[<span style="font-weight: bold;">Update, August 22, 2011</span>: Users who have OFB or better installed, are advised to have a look at <a href="http://www.leefish.nl/mybb/thread-2419.html" target="_blank"><span style="font-weight: bold;">BO - Slow Aging Controller</span></a>, the new user-configurable version of Slow Aging.<br />
<br />
<br />
Sometimes, a sim's life is just too damned short... Especially storytellers find that their sims' lives are over far too quickly. So here's a method of doing something about that.<br />
<br />
With "Slow Aging" added to your game, sims will only age up one day every sunday, but not on other days. This way, sims will live 7 times as long as they normally do. This has no effect on Servos, Vampires and Zombies, though, because they are already immortal!<br />
<br />
There are three versions of this mod:<br />
<br />
Slow Aging: works for all sims except babies.<br />
<br />
Slow Aging for adults: only affects adults (the fertile life span of simmies). Elders still age every day, as do Toddlers, Children and Teenagers.<br />
<br />
Slow Aging for Witches: special for people who think if Zombies, Vampires and Servos can live forever, Witches (who use magic after all) would have ways to magically extend their life by a factor 7 at least! This therefor only works on witches/warlocks. Adults and Elders only!<br />
<br />
This mod works well with Inteen as long as my mod loads AFTER Inteen. It also plays along nicely with TwoJeffs' Age Duration Hack found <span style="font-weight: bold;"><a href="http://www.simbology.com/smf/index.php?topic=15.0" target="_blank">on this page</a></span>, but NOT with <span style="font-weight: bold;"><a href="http://www.ancienthighway.net/smf/index.php?topic=75.0" target="_blank">AncientHighway's NPC-Aging</a></span>. Don't try it, because you will be disappointed!<br />
<br />
<span style="font-weight: bold;">Update June 27, 2011</span>: Obviously I misled people into thinking that Teen Witches would also age slowly... They don't! My mistake, sorry!]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Update, August 22, 2011</span>: Users who have OFB or better installed, are advised to have a look at <a href="http://www.leefish.nl/mybb/thread-2419.html" target="_blank"><span style="font-weight: bold;">BO - Slow Aging Controller</span></a>, the new user-configurable version of Slow Aging.<br />
<br />
<br />
Sometimes, a sim's life is just too damned short... Especially storytellers find that their sims' lives are over far too quickly. So here's a method of doing something about that.<br />
<br />
With "Slow Aging" added to your game, sims will only age up one day every sunday, but not on other days. This way, sims will live 7 times as long as they normally do. This has no effect on Servos, Vampires and Zombies, though, because they are already immortal!<br />
<br />
There are three versions of this mod:<br />
<br />
Slow Aging: works for all sims except babies.<br />
<br />
Slow Aging for adults: only affects adults (the fertile life span of simmies). Elders still age every day, as do Toddlers, Children and Teenagers.<br />
<br />
Slow Aging for Witches: special for people who think if Zombies, Vampires and Servos can live forever, Witches (who use magic after all) would have ways to magically extend their life by a factor 7 at least! This therefor only works on witches/warlocks. Adults and Elders only!<br />
<br />
This mod works well with Inteen as long as my mod loads AFTER Inteen. It also plays along nicely with TwoJeffs' Age Duration Hack found <span style="font-weight: bold;"><a href="http://www.simbology.com/smf/index.php?topic=15.0" target="_blank">on this page</a></span>, but NOT with <span style="font-weight: bold;"><a href="http://www.ancienthighway.net/smf/index.php?topic=75.0" target="_blank">AncientHighway's NPC-Aging</a></span>. Don't try it, because you will be disappointed!<br />
<br />
<span style="font-weight: bold;">Update June 27, 2011</span>: Obviously I misled people into thinking that Teen Witches would also age slowly... They don't! My mistake, sorry!]]></content:encoded>
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			<title><![CDATA[BO - Bottomless Bottle]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=1686</link>
			<pubDate>Thu, 14 Apr 2011 15:14:49 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=1686</guid>
			<description><![CDATA[Inge Jones of <span style="font-weight: bold;"><a href="http://www.simlogical.com/sl/Sims2Pages/Sims2.htm" target="_blank">SimLogical</a></span> made the marvellous Bottomless Bottle (at <span style="font-weight: bold;"><a href="http://www.simlogical.com/sl/Sims2Pages/Sims2_Childcare.htm" target="_blank">this page</a></span>). And though I really love it, I thought it could stand a little improvement.<br />
<br />
Getting a  normal bottle from the fridge costs 3 food points, which translates to §6, and it spoils. Inge's Bottle should never spoil and never empty, and it costs only §1. So, in effect, we're already cheating. Then why wouldn't we ALSO allow babies and toddlers drinking from this bottle, to <span style="font-weight: bold;">finally</span> also fill their Hunger Bar *completely* like all other sims when they eat???<br />
<br />
So here's <span style="font-weight: bold;">BO - Bottomless Bottle</span>, an adaptation of Inge's model, which does just that! This bottle <span style="font-weight: bold;">replaces</span> Inge's, so if you install this, make sure you remove hers. And if you use my <span style="font-weight: bold;"><a href="http://www.leefish.nl/mybb/thread-1247.html" target="_blank">Feed Baby</a></span> with a <span style="font-weight: bold;"><a href="http://www.leefish.nl/mybb/thread-1679.html" target="_blank">Nursemaid Plug-in</a></span>, this bottle will be recognized as if it were Inge's.<br />
<br />
(A little bonus on the side: my version is compressorized, so it's a lot smaller)<br />
<br />
Enjoy!<br />
<br />
Credits: Many thanks go to Inge Jones for creating this wonderful Bottle, and for giving me permission to release new versions of her work.]]></description>
			<content:encoded><![CDATA[Inge Jones of <span style="font-weight: bold;"><a href="http://www.simlogical.com/sl/Sims2Pages/Sims2.htm" target="_blank">SimLogical</a></span> made the marvellous Bottomless Bottle (at <span style="font-weight: bold;"><a href="http://www.simlogical.com/sl/Sims2Pages/Sims2_Childcare.htm" target="_blank">this page</a></span>). And though I really love it, I thought it could stand a little improvement.<br />
<br />
Getting a  normal bottle from the fridge costs 3 food points, which translates to §6, and it spoils. Inge's Bottle should never spoil and never empty, and it costs only §1. So, in effect, we're already cheating. Then why wouldn't we ALSO allow babies and toddlers drinking from this bottle, to <span style="font-weight: bold;">finally</span> also fill their Hunger Bar *completely* like all other sims when they eat???<br />
<br />
So here's <span style="font-weight: bold;">BO - Bottomless Bottle</span>, an adaptation of Inge's model, which does just that! This bottle <span style="font-weight: bold;">replaces</span> Inge's, so if you install this, make sure you remove hers. And if you use my <span style="font-weight: bold;"><a href="http://www.leefish.nl/mybb/thread-1247.html" target="_blank">Feed Baby</a></span> with a <span style="font-weight: bold;"><a href="http://www.leefish.nl/mybb/thread-1679.html" target="_blank">Nursemaid Plug-in</a></span>, this bottle will be recognized as if it were Inge's.<br />
<br />
(A little bonus on the side: my version is compressorized, so it's a lot smaller)<br />
<br />
Enjoy!<br />
<br />
Credits: Many thanks go to Inge Jones for creating this wonderful Bottle, and for giving me permission to release new versions of her work.]]></content:encoded>
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