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		<title><![CDATA[LeeFish - Sims Modding Help]]></title>
		<link>https://www.leefish.nl/mybb/</link>
		<description><![CDATA[LeeFish - https://www.leefish.nl/mybb]]></description>
		<pubDate>Thu, 30 Apr 2026 04:56:02 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Making a Unsellable Item Sellable]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=10328</link>
			<pubDate>Fri, 02 Aug 2024 19:43:29 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=10328</guid>
			<description><![CDATA[Hello all! So please excuse me if I get anything wrong, this is my first posting here, but I could really use some help!<br />
<br />
To make a long story short, I recently downloaded a handful of CC foods with the intention of having more variety in one of my sim owned businesses. The problem is when I go to place the food for sale using the tool, I get a pop up saying it can't be set for sale. After some back and forth with another user on a different website, we concluded that the main issue is that the invisible plate package the food came with presumably does not have the bhav, or whatever might tag the object as sellable checked or present in the resource list. I've looked around online for past postings about how to make a unsellable object sellable, but all I have managed to find was either the issue never getting resolved, or someone with more knowledge of SimPE fixing it without explaining how to do so. <br />
<br />
So I am asking for help with changing the invisible plate package file to be properly tagged as a sellable object in game. I am able to do simple things in SimPE but this is way out of my league, I'm still a complete beginner. I should also note, that the creator of the CC food and the invisible plate, don't have OFB which I am assuming is the reason why the foods with the invisible plate can't be put for sale while other foods from them that have the normal plate can be sold.<br />
<br />
Thank you so much for your help and time!]]></description>
			<content:encoded><![CDATA[Hello all! So please excuse me if I get anything wrong, this is my first posting here, but I could really use some help!<br />
<br />
To make a long story short, I recently downloaded a handful of CC foods with the intention of having more variety in one of my sim owned businesses. The problem is when I go to place the food for sale using the tool, I get a pop up saying it can't be set for sale. After some back and forth with another user on a different website, we concluded that the main issue is that the invisible plate package the food came with presumably does not have the bhav, or whatever might tag the object as sellable checked or present in the resource list. I've looked around online for past postings about how to make a unsellable object sellable, but all I have managed to find was either the issue never getting resolved, or someone with more knowledge of SimPE fixing it without explaining how to do so. <br />
<br />
So I am asking for help with changing the invisible plate package file to be properly tagged as a sellable object in game. I am able to do simple things in SimPE but this is way out of my league, I'm still a complete beginner. I should also note, that the creator of the CC food and the invisible plate, don't have OFB which I am assuming is the reason why the foods with the invisible plate can't be put for sale while other foods from them that have the normal plate can be sold.<br />
<br />
Thank you so much for your help and time!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Game crashes when sorting through clothes with Gussy Up]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=10197</link>
			<pubDate>Wed, 06 Dec 2023 19:34:46 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=10197</guid>
			<description><![CDATA[Just what the title says. I've been playing TS2 for three years now, had this mod for 2 years, and I never encountered this problem before. I haven't added any new clothes, so I have no idea what could be causing it.  When I'm looking through shirts, for example, at some point the game will crash with the classic "The Application has crashed, the application will now terminate". This happens every single time I try to use it, but not on the same pages, so I doubt it has anything to do with an specific piece of cc. I tried to fix the graphics and memory issues I had in an attempt to solve it, but nothing worked. I'm out of ideas, how I can fix it?]]></description>
			<content:encoded><![CDATA[Just what the title says. I've been playing TS2 for three years now, had this mod for 2 years, and I never encountered this problem before. I haven't added any new clothes, so I have no idea what could be causing it.  When I'm looking through shirts, for example, at some point the game will crash with the classic "The Application has crashed, the application will now terminate". This happens every single time I try to use it, but not on the same pages, so I doubt it has anything to do with an specific piece of cc. I tried to fix the graphics and memory issues I had in an attempt to solve it, but nothing worked. I'm out of ideas, how I can fix it?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Blurred skintone (2048x2048)]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=10130</link>
			<pubDate>Tue, 08 Aug 2023 13:10:29 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=10130</guid>
			<description><![CDATA[Hello. I noticed that the skintone with a resolution of 2048x2048 is blurred. Yes, the quality is high, but detailed.<br />
<br />
But when a sim is naked in their standard! the tele-texture becomes clear.<br />
Even with basic clothing, the texture is blurry.<br />
There are no problems with high quality clothing.<br />
Skintone only.<br />
Is there any solution?<br />
<br />
Rules schedule is set. I didn't see any graphics issues.<br />
<br />
<img src="https://sun9-42.userapi.com/impg/oCHEdFzk26c1d9hu-F5MhD1C-1hAA7AFmPA5ew/HOvAYPnMFl8.jpg?size=1280x685&amp;quality=95&amp;sign=5ee248b6e6f9df72c2d02506888c6d2b&amp;type=album" border="0" alt="[Image: HOvAYPnMFl8.jpg?size=1280x685&amp;amp;qu...type=album]" /><br />
<img src="https://sun9-63.userapi.com/impg/wVBtpn2D58YaqXvITxHd295aO4FGbHMt3NQnJw/26yM9A0znCc.jpg?size=1280x685&amp;quality=95&amp;sign=a02221ebcd5a1f3e5bb3340f19d2e0e8&amp;type=album" border="0" alt="[Image: 26yM9A0znCc.jpg?size=1280x685&amp;amp;qu...type=album]" />]]></description>
			<content:encoded><![CDATA[Hello. I noticed that the skintone with a resolution of 2048x2048 is blurred. Yes, the quality is high, but detailed.<br />
<br />
But when a sim is naked in their standard! the tele-texture becomes clear.<br />
Even with basic clothing, the texture is blurry.<br />
There are no problems with high quality clothing.<br />
Skintone only.<br />
Is there any solution?<br />
<br />
Rules schedule is set. I didn't see any graphics issues.<br />
<br />
<img src="https://sun9-42.userapi.com/impg/oCHEdFzk26c1d9hu-F5MhD1C-1hAA7AFmPA5ew/HOvAYPnMFl8.jpg?size=1280x685&amp;quality=95&amp;sign=5ee248b6e6f9df72c2d02506888c6d2b&amp;type=album" border="0" alt="[Image: HOvAYPnMFl8.jpg?size=1280x685&amp;amp;qu...type=album]" /><br />
<img src="https://sun9-63.userapi.com/impg/wVBtpn2D58YaqXvITxHd295aO4FGbHMt3NQnJw/26yM9A0znCc.jpg?size=1280x685&amp;quality=95&amp;sign=a02221ebcd5a1f3e5bb3340f19d2e0e8&amp;type=album" border="0" alt="[Image: 26yM9A0znCc.jpg?size=1280x685&amp;amp;qu...type=album]" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cat's Hair Binner Tutorial]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=10111</link>
			<pubDate>Sun, 09 Jul 2023 20:59:51 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=10111</guid>
			<description><![CDATA[Hello!<br />
<br />
I'm currently learning to use Cat's Hair Binner to make greying adult hairs for Sims 2, out of the base game meshes and colors. The problem is I can't seem to get the hairs to show up in the appropriate bins for elder sims. Here is my process, and what happens with each variation:<br />
<br />
I will have the hairs made and edited via Body Shop, package them via Body Shop with the appropriate textures for elders and adults. When I bin a single color of a hair, it will sort properly into the right color bin for an adult. However, once the sim turns into an elder, the hair designed for the elder lifestage is not linked properly (ie the hair changes when they age up) and the hair will only appear in the custom hair section. This seems to happen regardless of what settings I choose, including setting the grey settings to match the corresponding color.<br />
<br />
When I bin 4 colors together, even when choosing not to set 1 grey for all colors, it will link to only one color upon the sim aging to an elder, and the other colors will reside in the custom hair bin. <br />
<br />
What confuses me is that in Cat's original post, under the advanced options tab, she mentions geneticizing and binning hairs as if it's a setting or option we need to tick, but I don't see any options like that in the program itself. If there is I must be missing it, maybe it does it automatically? Posted below is the program to how I have it set when binning a single hair (sans same family and one grey for all colors options, I forgot to uncheck those when taking the screenshot). If there's someone who could explain how to use this properly, I would really appreciate it.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=4567" target="_blank">Hair Binner Problem Post.jpg</a> (Size: 80.58 KB / Downloads: 1343)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hello!<br />
<br />
I'm currently learning to use Cat's Hair Binner to make greying adult hairs for Sims 2, out of the base game meshes and colors. The problem is I can't seem to get the hairs to show up in the appropriate bins for elder sims. Here is my process, and what happens with each variation:<br />
<br />
I will have the hairs made and edited via Body Shop, package them via Body Shop with the appropriate textures for elders and adults. When I bin a single color of a hair, it will sort properly into the right color bin for an adult. However, once the sim turns into an elder, the hair designed for the elder lifestage is not linked properly (ie the hair changes when they age up) and the hair will only appear in the custom hair section. This seems to happen regardless of what settings I choose, including setting the grey settings to match the corresponding color.<br />
<br />
When I bin 4 colors together, even when choosing not to set 1 grey for all colors, it will link to only one color upon the sim aging to an elder, and the other colors will reside in the custom hair bin. <br />
<br />
What confuses me is that in Cat's original post, under the advanced options tab, she mentions geneticizing and binning hairs as if it's a setting or option we need to tick, but I don't see any options like that in the program itself. If there is I must be missing it, maybe it does it automatically? Posted below is the program to how I have it set when binning a single hair (sans same family and one grey for all colors options, I forgot to uncheck those when taking the screenshot). If there's someone who could explain how to use this properly, I would really appreciate it.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".jpg" />&nbsp;&nbsp;<a href="attachment.php?aid=4567" target="_blank">Hair Binner Problem Post.jpg</a> (Size: 80.58 KB / Downloads: 1343)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Question about create mesh]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9708</link>
			<pubDate>Fri, 05 Nov 2021 11:47:35 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9708</guid>
			<description><![CDATA[So, i just learn how to convert items and this is my first conversion(pic1). When i move the camera, it look like (pic2). Does anyone know how to fix it? Thanks]]></description>
			<content:encoded><![CDATA[So, i just learn how to convert items and this is my first conversion(pic1). When i move the camera, it look like (pic2). Does anyone know how to fix it? Thanks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Using SimPE to turn a Default object into a Non-Default object]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9663</link>
			<pubDate>Wed, 01 Sep 2021 03:19:54 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9663</guid>
			<description><![CDATA[Greetings!<br />
<br />
I'm brand-spanking-new here, so I apologize in advance if this question has been asked before.  Is there a way to turn a default object into a non-default object in SimPE?  What I'm trying to do is change the default mailbox, telephone, and trashcan objects in the Avanti Entrance Set by Simgedoehns into non-default items, but keep their functions intact. <br />
<br />
Here's the image:<br />
<img src="http://paysites.mustbedestroyed.org/booty/ts2/simgedoehns/21_simgedoehns-avantientranceset.jpg" border="0" alt="[Image: 21_simgedoehns-avantientranceset.jpg]" /><br />
<br />
Here's the link:<br />
<a href="http://paysites.mustbedestroyed.org/booty/ts2/simgedoehns/21_simgedoehns-avantientranceset.zip" target="_blank">http://paysites.mustbedestroyed.org/boot...nceset.zip</a><br />
<br />
Thanks so much in advance for any help you may be able to give me!]]></description>
			<content:encoded><![CDATA[Greetings!<br />
<br />
I'm brand-spanking-new here, so I apologize in advance if this question has been asked before.  Is there a way to turn a default object into a non-default object in SimPE?  What I'm trying to do is change the default mailbox, telephone, and trashcan objects in the Avanti Entrance Set by Simgedoehns into non-default items, but keep their functions intact. <br />
<br />
Here's the image:<br />
<img src="http://paysites.mustbedestroyed.org/booty/ts2/simgedoehns/21_simgedoehns-avantientranceset.jpg" border="0" alt="[Image: 21_simgedoehns-avantientranceset.jpg]" /><br />
<br />
Here's the link:<br />
<a href="http://paysites.mustbedestroyed.org/booty/ts2/simgedoehns/21_simgedoehns-avantientranceset.zip" target="_blank">http://paysites.mustbedestroyed.org/boot...nceset.zip</a><br />
<br />
Thanks so much in advance for any help you may be able to give me!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Linking apartment life base lot with the sub lot?]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9650</link>
			<pubDate>Wed, 18 Aug 2021 02:01:32 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9650</guid>
			<description><![CDATA[Hi guys,<br />
<br />
Is there any way to link the apartment base lot with the sublot I have tried numerous things already and nothing does the job. I just want to keep the current furniture in the apartment lots to use with the next family moving in. Someone in SimPE did manage to do this but of course doesn't explain how and no one really goes on that site anymore. BTW stay things shrub doesn't work no matter where you place it in the lot or in the house.<br />
<br />
<br />
Can the Stay things shrub be modified to work with the sublot in an occupied apartment?<br />
<br />
Help me!!]]></description>
			<content:encoded><![CDATA[Hi guys,<br />
<br />
Is there any way to link the apartment base lot with the sublot I have tried numerous things already and nothing does the job. I just want to keep the current furniture in the apartment lots to use with the next family moving in. Someone in SimPE did manage to do this but of course doesn't explain how and no one really goes on that site anymore. BTW stay things shrub doesn't work no matter where you place it in the lot or in the house.<br />
<br />
<br />
Can the Stay things shrub be modified to work with the sublot in an occupied apartment?<br />
<br />
Help me!!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Baby clothes meshing?]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9640</link>
			<pubDate>Thu, 05 Aug 2021 05:09:39 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9640</guid>
			<description><![CDATA[Is there a tutorial anywhere for age conversion to BU from PU? I can get it to almost sorta work. It shows up in Bodyshop, but not in the game. I'm very confused.<br />
<br />
Bodyshop:<br />
<img src="https://i.imgur.com/KrHqUrK.png" border="0" alt="[Image: KrHqUrK.png]" /><br />
<br />
I switched the texture property to be PU/BU (21), edited the mesh to fit the BU size and shape, made the textures smaller. I'm kind of at a loss, and I haven't been able to find any tutorials.]]></description>
			<content:encoded><![CDATA[Is there a tutorial anywhere for age conversion to BU from PU? I can get it to almost sorta work. It shows up in Bodyshop, but not in the game. I'm very confused.<br />
<br />
Bodyshop:<br />
<img src="https://i.imgur.com/KrHqUrK.png" border="0" alt="[Image: KrHqUrK.png]" /><br />
<br />
I switched the texture property to be PU/BU (21), edited the mesh to fit the BU size and shape, made the textures smaller. I'm kind of at a loss, and I haven't been able to find any tutorials.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bigger bills and lower wages]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9634</link>
			<pubDate>Tue, 27 Jul 2021 22:33:08 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9634</guid>
			<description><![CDATA[I recently was able to get my TS2 game up and going again with all 8 expansions(no stuff packs). So I'm trying to get some of my mods. I love to play with longer lifespan, and to do so I need some mods. I haven't tested it yet, but I think I got the longer lifespan, and longer time to learn skill, and less money for gardening as it's a bit OP in it's original state + a few minor tweaks here and there. But a few things remains. <br />
<br />
1. Bigger bills, the only one I could find seemed to make the bill 18 times bigger wich was a bit too steep for my taste. Could someone make it with a few flavors so I could find one that is challenging, but not impossible?<br />
2. Slower skill for toddlers. I know I had one last time I was  playing, but some of my favorites sites to get mods from back then are now not existing anymore. <br />
3. Some objects to automatically change age up sims, like a birthday cake or something even if it's not their turn to lvl up, if I want a slower challenge. It's cumbersome to go into PE and change it if I just want to switch family. <br />
4. Length of pregnancy. 9 or 15 days, with possibility to stop it or accelerate it from an item. <br />
5. No 20k handout for sims moving out (maybee 1 k handout so they can afford 1 week rent at least)<br />
6. Possibility to send money to other playable sims, and/or that sims moving out taking a % of house value when moving out depending on number of sims (ideally 100%/(number if sims in that generation), but I guess that could be a bit hard to mod. <br />
7. I got a hack for life spawn and I edited in SimPe to fit my liking, but it's not working. Does it have to be somewhere else than the rest of my mods? Also now I can't seem it to load properly in Sim PE, but I know I saved the changes.(Nvm it does work, but not for the first life stage on CAS sim, they have to age first or do it manually with the Sim Blender) Same issue with the slower skill, not sure if that works yet. <br />
8. A mod to make it much harder to get a promotion and that also lowers pay for most jobs to a more realistic amount. Not everyone should become a super hero, rockstar, MasterChef or leader of the world, just for showing up at work. <br />
<br />
If someone could help me with these mods, either by making them or giving me a link if the mods already exist it would be highly appreciated.]]></description>
			<content:encoded><![CDATA[I recently was able to get my TS2 game up and going again with all 8 expansions(no stuff packs). So I'm trying to get some of my mods. I love to play with longer lifespan, and to do so I need some mods. I haven't tested it yet, but I think I got the longer lifespan, and longer time to learn skill, and less money for gardening as it's a bit OP in it's original state + a few minor tweaks here and there. But a few things remains. <br />
<br />
1. Bigger bills, the only one I could find seemed to make the bill 18 times bigger wich was a bit too steep for my taste. Could someone make it with a few flavors so I could find one that is challenging, but not impossible?<br />
2. Slower skill for toddlers. I know I had one last time I was  playing, but some of my favorites sites to get mods from back then are now not existing anymore. <br />
3. Some objects to automatically change age up sims, like a birthday cake or something even if it's not their turn to lvl up, if I want a slower challenge. It's cumbersome to go into PE and change it if I just want to switch family. <br />
4. Length of pregnancy. 9 or 15 days, with possibility to stop it or accelerate it from an item. <br />
5. No 20k handout for sims moving out (maybee 1 k handout so they can afford 1 week rent at least)<br />
6. Possibility to send money to other playable sims, and/or that sims moving out taking a % of house value when moving out depending on number of sims (ideally 100%/(number if sims in that generation), but I guess that could be a bit hard to mod. <br />
7. I got a hack for life spawn and I edited in SimPe to fit my liking, but it's not working. Does it have to be somewhere else than the rest of my mods? Also now I can't seem it to load properly in Sim PE, but I know I saved the changes.(Nvm it does work, but not for the first life stage on CAS sim, they have to age first or do it manually with the Sim Blender) Same issue with the slower skill, not sure if that works yet. <br />
8. A mod to make it much harder to get a promotion and that also lowers pay for most jobs to a more realistic amount. Not everyone should become a super hero, rockstar, MasterChef or leader of the world, just for showing up at work. <br />
<br />
If someone could help me with these mods, either by making them or giving me a link if the mods already exist it would be highly appreciated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Diagonals for repositoried curtains - Help, please!]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9614</link>
			<pubDate>Sat, 03 Jul 2021 06:45:06 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9614</guid>
			<description><![CDATA[Hi. I'm working on a set of curtains repositoried to AFsolids. The grid versions are going great. The diagonals are giving me a bad time. I've linked the GUID's, but when I try to link the textures (for the diagonals) to the AFsolids master, it still pulls the textures of the original curtain (not AFsolids) somehow? I have no idea what I'm doing wrong, and I'm tempted to just not have diagonals for this repositoried version. It *is* possible to have a diagonal linked to something that is, itself, repositoried, right? Please help me out, if this makes any sense to you.<br />
<br />
-edit- Additionally, can anyone tell me why the diagonals aren't showing up to clone in SimPE Object Workshop? I think part of my problem is I cloned CC, but I can't clone diagonals for EAxis curtains if they don't show up in SimPE.]]></description>
			<content:encoded><![CDATA[Hi. I'm working on a set of curtains repositoried to AFsolids. The grid versions are going great. The diagonals are giving me a bad time. I've linked the GUID's, but when I try to link the textures (for the diagonals) to the AFsolids master, it still pulls the textures of the original curtain (not AFsolids) somehow? I have no idea what I'm doing wrong, and I'm tempted to just not have diagonals for this repositoried version. It *is* possible to have a diagonal linked to something that is, itself, repositoried, right? Please help me out, if this makes any sense to you.<br />
<br />
-edit- Additionally, can anyone tell me why the diagonals aren't showing up to clone in SimPE Object Workshop? I think part of my problem is I cloned CC, but I can't clone diagonals for EAxis curtains if they don't show up in SimPE.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Objects in inventory as result of good outcome for a chance card]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9606</link>
			<pubDate>Sat, 26 Jun 2021 05:22:11 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9606</guid>
			<description><![CDATA[I'm working on a set of careers and I was wondering if the following is possible at all. My guess is not, but it doesn't hurt to ask or maybe someone knows a way around this to get a similar result Smile<br />
<br />
Basically, I want my sim to receive an object rather than a monetary reward or higher skill level/promotion when having a good outcome for a chance card. Preferably something small, like a vase of flowers, certificate or something like that. The career is for teens/elders. As far as I'm aware, there isn't something like a career reward for them, is there? A construction like that would probably work too for the purpose of my career. Thank you!]]></description>
			<content:encoded><![CDATA[I'm working on a set of careers and I was wondering if the following is possible at all. My guess is not, but it doesn't hurt to ask or maybe someone knows a way around this to get a similar result Smile<br />
<br />
Basically, I want my sim to receive an object rather than a monetary reward or higher skill level/promotion when having a good outcome for a chance card. Preferably something small, like a vase of flowers, certificate or something like that. The career is for teens/elders. As far as I'm aware, there isn't something like a career reward for them, is there? A construction like that would probably work too for the purpose of my career. Thank you!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SimPe won't allow me to use DDS when Building DTX]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9570</link>
			<pubDate>Thu, 20 May 2021 07:00:31 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9570</guid>
			<description><![CDATA[I'm recolouring a custom object (my first time) and I've been able to select PNG images in the Build DTX window successfully, however when I've tried to do the same with images in DDS format I get an "Out of memory" exception/error and I'm bounced back to the Build DTX window where no image has been uploaded.<br />
<br />
I found this thread from a few years ago that described the same issue, and the solution given was to ensure that the correct path is set for NVIDIA DDS Utilities in SimPE's preferences. Unfortunately, I've double checked and it seems like this is already done - it's set to C:\Program Files (x86)\NVIDIA Corporation\DDS Utilities and I <span style="font-style: italic;">don't</span> have that little warning underneath saying that DDS Utilities can't be found. <br />
<br />
Has anybody encountered this before? Any ideas on why an "Out of memory" exception is being thrown in this case? It's my understanding that building from a DDS image will help me get higher quality results, which I'm keen to see because the PNG method is coming out a little blurry.]]></description>
			<content:encoded><![CDATA[I'm recolouring a custom object (my first time) and I've been able to select PNG images in the Build DTX window successfully, however when I've tried to do the same with images in DDS format I get an "Out of memory" exception/error and I'm bounced back to the Build DTX window where no image has been uploaded.<br />
<br />
I found this thread from a few years ago that described the same issue, and the solution given was to ensure that the correct path is set for NVIDIA DDS Utilities in SimPE's preferences. Unfortunately, I've double checked and it seems like this is already done - it's set to C:\Program Files (x86)\NVIDIA Corporation\DDS Utilities and I <span style="font-style: italic;">don't</span> have that little warning underneath saying that DDS Utilities can't be found. <br />
<br />
Has anybody encountered this before? Any ideas on why an "Out of memory" exception is being thrown in this case? It's my understanding that building from a DDS image will help me get higher quality results, which I'm keen to see because the PNG method is coming out a little blurry.]]></content:encoded>
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			<title><![CDATA[Career]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9551</link>
			<pubDate>Fri, 30 Apr 2021 12:33:54 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9551</guid>
			<description><![CDATA[I'm trying to add a custom object as a career reward to the career I'm making. I have done this a loooooong time ago, and think it must have been with this tute <a href="https://modthesims.info/showthread.php?t=112856." target="_blank">https://modthesims.info/showthread.php?t=112856.</a> So figured I've done it once can do it again right? WORNG!! <br />
So the tute says to use an old simpe download, so I downloaded the one mentioned and got up to step 3 doing the 6 steps there, no problem. But then when I save and go out of it, load something else up as it states, then open the object I want back up those 6 steps are blank again. Tried numerous times and always the same outcome. Is there anyway we can assign this in the current simpe?<br />
<br />
Also the item I'm hoping to use is <a href="https://deedee-sims.tumblr.com/post/179185809372/let-me-present-you-the-functional-woodworking" target="_blank">DeeDees workbench </a> it has all the things you can make as seperate downloads. I think (hope) I'm right in guessing if I do suceed in adding it to the career reward then all you need is to those into the downloads flder and not change all their hex numbers etc? <br />
<br />
And lastly in object data, the main package file I'm changing has 3 things in object data<br />
<img src="https://i.imgur.com/2IBVgVt.jpg" border="0" alt="[Image: 2IBVgVt.jpg]" /><br />
Would I change all 3 or just one?<br />
<br />
Thanks for checking my noob questions!! <img src="images/smilies/lightbulb.png" style="vertical-align: middle;" border="0" alt="Idea" title="Idea" />]]></description>
			<content:encoded><![CDATA[I'm trying to add a custom object as a career reward to the career I'm making. I have done this a loooooong time ago, and think it must have been with this tute <a href="https://modthesims.info/showthread.php?t=112856." target="_blank">https://modthesims.info/showthread.php?t=112856.</a> So figured I've done it once can do it again right? WORNG!! <br />
So the tute says to use an old simpe download, so I downloaded the one mentioned and got up to step 3 doing the 6 steps there, no problem. But then when I save and go out of it, load something else up as it states, then open the object I want back up those 6 steps are blank again. Tried numerous times and always the same outcome. Is there anyway we can assign this in the current simpe?<br />
<br />
Also the item I'm hoping to use is <a href="https://deedee-sims.tumblr.com/post/179185809372/let-me-present-you-the-functional-woodworking" target="_blank">DeeDees workbench </a> it has all the things you can make as seperate downloads. I think (hope) I'm right in guessing if I do suceed in adding it to the career reward then all you need is to those into the downloads flder and not change all their hex numbers etc? <br />
<br />
And lastly in object data, the main package file I'm changing has 3 things in object data<br />
<img src="https://i.imgur.com/2IBVgVt.jpg" border="0" alt="[Image: 2IBVgVt.jpg]" /><br />
Would I change all 3 or just one?<br />
<br />
Thanks for checking my noob questions!! <img src="images/smilies/lightbulb.png" style="vertical-align: middle;" border="0" alt="Idea" title="Idea" />]]></content:encoded>
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			<title><![CDATA[SimPE cannot save changes?]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9520</link>
			<pubDate>Tue, 23 Mar 2021 15:50:01 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9520</guid>
			<description><![CDATA[So I'm trying to use SimPE to change a Sim's age. I click the desired age, click Commit, then when I try to save I get the error message attached. <br />
Anyone know how to get around this? I am running Windows 10. I'm also running the Sims 2 as an administrator due to the compatability issues w Windows 10 (I also have the Sims 2 running in Compatability Mode for Windows XP). Perhaps it might be fixed by no longer running as an administrator, or no longer running in compatability mode, but I don't want to change anything yet on my own because I'm not very knowledgeable about this. Would appreciate any insight. Thank you! <br />
ETA: When I click "details" the details button just disappears, and no new information is given.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=4271" target="_blank">SimPE error.png</a> (Size: 9.01 KB / Downloads: 1820)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[So I'm trying to use SimPE to change a Sim's age. I click the desired age, click Commit, then when I try to save I get the error message attached. <br />
Anyone know how to get around this? I am running Windows 10. I'm also running the Sims 2 as an administrator due to the compatability issues w Windows 10 (I also have the Sims 2 running in Compatability Mode for Windows XP). Perhaps it might be fixed by no longer running as an administrator, or no longer running in compatability mode, but I don't want to change anything yet on my own because I'm not very knowledgeable about this. Would appreciate any insight. Thank you! <br />
ETA: When I click "details" the details button just disappears, and no new information is given.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=4271" target="_blank">SimPE error.png</a> (Size: 9.01 KB / Downloads: 1820)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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		<item>
			<title><![CDATA[Simpe and custom career]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9488</link>
			<pubDate>Sat, 13 Feb 2021 17:05:55 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9488</guid>
			<description><![CDATA[Hello. I have a question. I create custom career by bidou career editor, but there is 67 outfits, but, there are NPC outfits and some normal outfts, examle cop, labcoat etc. I want full body outfit from Apartment life pack use as career outfits. Can I set my custom outfit, when I create custom career?]]></description>
			<content:encoded><![CDATA[Hello. I have a question. I create custom career by bidou career editor, but there is 67 outfits, but, there are NPC outfits and some normal outfts, examle cop, labcoat etc. I want full body outfit from Apartment life pack use as career outfits. Can I set my custom outfit, when I create custom career?]]></content:encoded>
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		<item>
			<title><![CDATA[Sims 2 loading screen issue]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9465</link>
			<pubDate>Thu, 14 Jan 2021 13:28:15 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9465</guid>
			<description><![CDATA[I re-installed the Sims 2 Ultimate Collection (Origin) on Windows 7 on my new computer.<br />
<br />
I often make Sims 4 clothes conversions, mostly for my own use. During the re-installation I followed all instructions from here about graphic rules, 4 GB patch etc. All is fine with the game, ingame, CAS and Bodyshop.<br />
<br />
I just got something annoying when I load an ingame Sim to install on a testing ingame lot (empty most of time) : on the loading screen, the Sim that should wear the converted clothing is naked.<br />
<br />
I'm a bit puzzled about this, because other converted clothes from other meshers, are showing up fine on the loading screen. Except sometimes very high poly hair, replaced with Maxis or with bald scalp. Myself don't convert hair for the Sims 2.<br />
<br />
I already asked at MTS. And I was told that the loading screen can't handle high poly. But I'm still wondering why it happens for my own clothes conversions, not with other people conversions.<br />
<br />
Might there be something in graphic rules, like a line or value to change somewhere ? I checked back the config log and it says 4096MB. I always launch the game from Sims2EP9 in the CSBin to keep the memory value unchanged.<br />
<br />
I don't know if this is the right section for such type of question, because it's both tech and modding, I guess.<br />
<br />
Thank you very much in advance for any useful tip, if there is any. If not much can be done, it's OK. Note, sometimes use decimate in Blender to reduce the ratio or take a Simgeon of lower Kb size might do the trick, but not of all S4 clothes to convert. Just for all to know, I don't have the S4 installed, so I use another method for conversions (by Strawberrikhunnie, a youtube video in two parts, still available).]]></description>
			<content:encoded><![CDATA[I re-installed the Sims 2 Ultimate Collection (Origin) on Windows 7 on my new computer.<br />
<br />
I often make Sims 4 clothes conversions, mostly for my own use. During the re-installation I followed all instructions from here about graphic rules, 4 GB patch etc. All is fine with the game, ingame, CAS and Bodyshop.<br />
<br />
I just got something annoying when I load an ingame Sim to install on a testing ingame lot (empty most of time) : on the loading screen, the Sim that should wear the converted clothing is naked.<br />
<br />
I'm a bit puzzled about this, because other converted clothes from other meshers, are showing up fine on the loading screen. Except sometimes very high poly hair, replaced with Maxis or with bald scalp. Myself don't convert hair for the Sims 2.<br />
<br />
I already asked at MTS. And I was told that the loading screen can't handle high poly. But I'm still wondering why it happens for my own clothes conversions, not with other people conversions.<br />
<br />
Might there be something in graphic rules, like a line or value to change somewhere ? I checked back the config log and it says 4096MB. I always launch the game from Sims2EP9 in the CSBin to keep the memory value unchanged.<br />
<br />
I don't know if this is the right section for such type of question, because it's both tech and modding, I guess.<br />
<br />
Thank you very much in advance for any useful tip, if there is any. If not much can be done, it's OK. Note, sometimes use decimate in Blender to reduce the ratio or take a Simgeon of lower Kb size might do the trick, but not of all S4 clothes to convert. Just for all to know, I don't have the S4 installed, so I use another method for conversions (by Strawberrikhunnie, a youtube video in two parts, still available).]]></content:encoded>
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			<title><![CDATA[multi-PT rules]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9463</link>
			<pubDate>Wed, 13 Jan 2021 09:09:38 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9463</guid>
			<description><![CDATA[I just downloaded my first set of multi-PTs, but I found another one right after that I liked as well (I haven't opened the game again yet). I did some research -- is multi_pollination_technician_template.package meant for only 4 multi-PTs? Both sets I found had this mod, and one set had 4 PTs and the other had 3. I was thinking I could just keep all the PT files and one of the template mod, but will that mess something up? <br />
<br />
Alternatively, if I downloaded a mod meant for 8 PTs, could I just add all 7 PTs (with the default one as the 8th) to the same folder, giving me my customized 8 PT set? Or do I have to change some stuff in SimPe? <br />
<br />
I am mostly just not sure what the multi_pollination_technician_template.package mod does and what it requires in order to function.]]></description>
			<content:encoded><![CDATA[I just downloaded my first set of multi-PTs, but I found another one right after that I liked as well (I haven't opened the game again yet). I did some research -- is multi_pollination_technician_template.package meant for only 4 multi-PTs? Both sets I found had this mod, and one set had 4 PTs and the other had 3. I was thinking I could just keep all the PT files and one of the template mod, but will that mess something up? <br />
<br />
Alternatively, if I downloaded a mod meant for 8 PTs, could I just add all 7 PTs (with the default one as the 8th) to the same folder, giving me my customized 8 PT set? Or do I have to change some stuff in SimPe? <br />
<br />
I am mostly just not sure what the multi_pollination_technician_template.package mod does and what it requires in order to function.]]></content:encoded>
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		<item>
			<title><![CDATA[Error in "Tracker - Hurryable"]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9456</link>
			<pubDate>Thu, 07 Jan 2021 15:14:34 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9456</guid>
			<description><![CDATA[Long shot I know, but has anybody ever run into the error below?<br />
<br />
For ref, "Sub - Return to World" (JobDataGlobals) is unmodded and node 21 (0x15) is "Expression (My 0x001D (room) &lt; Literal 0x0000)", and from further down the log My Room has a value of 0x00<br />
<br />
Trying to work out if the original error is coming from some of my code or if I've managed to get a corrupt "Tracker - Hurryable" object on the lot<br />
<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">Object&nbsp;id</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">386<br />name</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">E001_User00047&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">Francesca<br />Stack&nbsp;size</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">10<br />Error</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">Tree&nbsp;</span><span style="color: #007700">break&nbsp;</span><span style="color: #0000BB">encountered</span><span style="color: #007700">.<br /></span><span style="color: #0000BB">Iterations</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">11<br />&nbsp;&nbsp;Frame&nbsp;9</span><span style="color: #007700">:<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Stack&nbsp;Object&nbsp;id</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0<br />&nbsp;&nbsp;&nbsp;&nbsp;Node</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">3<br />&nbsp;&nbsp;&nbsp;&nbsp;Tree</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">id&nbsp;4097&nbsp;name&nbsp;</span><span style="color: #DD0000">'CT&nbsp;-&nbsp;Setup'&nbsp;</span><span style="color: #0000BB">version&nbsp;</span><span style="color: #007700">-</span><span style="color: #0000BB">32753<br />&nbsp;&nbsp;&nbsp;&nbsp;from&nbsp;Tracker_Hurryable<br />&nbsp;&nbsp;&nbsp;&nbsp;Prim&nbsp;state</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0<br />&nbsp;&nbsp;&nbsp;&nbsp;Params</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0&nbsp;200&nbsp;&nbsp;&nbsp;&nbsp;Locals</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">214<br />&nbsp;&nbsp;Frame&nbsp;8</span><span style="color: #007700">:<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Stack&nbsp;Object&nbsp;id</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">214<br />&nbsp;&nbsp;&nbsp;&nbsp;Stack&nbsp;Object&nbsp;name</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">Tracker&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">Hurryable<br />&nbsp;&nbsp;&nbsp;&nbsp;Node</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">5<br />&nbsp;&nbsp;&nbsp;&nbsp;Tree</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">id&nbsp;524&nbsp;name&nbsp;</span><span style="color: #DD0000">'Hurry&nbsp;-&nbsp;Start'&nbsp;</span><span style="color: #0000BB">version&nbsp;</span><span style="color: #007700">-</span><span style="color: #0000BB">32754<br />&nbsp;&nbsp;&nbsp;&nbsp;from&nbsp;</span><span style="color: #007700">global<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Prim&nbsp;state</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">1<br />&nbsp;&nbsp;&nbsp;&nbsp;Params</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0&nbsp;200&nbsp;&nbsp;&nbsp;&nbsp;Locals</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">1<br />&nbsp;&nbsp;Frame&nbsp;7</span><span style="color: #007700">:<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Stack&nbsp;Object&nbsp;id</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0<br />&nbsp;&nbsp;&nbsp;&nbsp;Node</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0<br />&nbsp;&nbsp;&nbsp;&nbsp;Tree</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">id&nbsp;</span><span style="color: #007700">-</span><span style="color: #0000BB">1&nbsp;name&nbsp;</span><span style="color: #DD0000">'No&nbsp;behavior'&nbsp;</span><span style="color: #0000BB">version&nbsp;0<br />&nbsp;&nbsp;&nbsp;&nbsp;from&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;Prim&nbsp;state</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">1<br />&nbsp;&nbsp;&nbsp;&nbsp;Params</span><span style="color: #007700">:&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Locals</span><span style="color: #007700">:<br />&nbsp;&nbsp;</span><span style="color: #0000BB">Frame&nbsp;6</span><span style="color: #007700">:<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Stack&nbsp;Object&nbsp;id</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">386<br />&nbsp;&nbsp;&nbsp;&nbsp;Stack&nbsp;Object&nbsp;name</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">E001_User00047&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">Francesca<br />&nbsp;&nbsp;&nbsp;&nbsp;Node</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">21<br />&nbsp;&nbsp;&nbsp;&nbsp;Tree</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">id&nbsp;8214&nbsp;name&nbsp;</span><span style="color: #DD0000">'Sub&nbsp;-&nbsp;Return&nbsp;to&nbsp;World'&nbsp;</span><span style="color: #0000BB">version&nbsp;</span><span style="color: #007700">-</span><span style="color: #0000BB">32734<br />&nbsp;&nbsp;&nbsp;&nbsp;from&nbsp;JobDataGlobals<br />&nbsp;&nbsp;&nbsp;&nbsp;Prim&nbsp;state</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0<br />&nbsp;&nbsp;&nbsp;&nbsp;Params</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">12&nbsp;3&nbsp;121&nbsp;&nbsp;&nbsp;&nbsp;Locals</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">43&nbsp;386&nbsp;0&nbsp;3&nbsp;<br /></span></code></div></div></div>
]]></description>
			<content:encoded><![CDATA[Long shot I know, but has anybody ever run into the error below?<br />
<br />
For ref, "Sub - Return to World" (JobDataGlobals) is unmodded and node 21 (0x15) is "Expression (My 0x001D (room) &lt; Literal 0x0000)", and from further down the log My Room has a value of 0x00<br />
<br />
Trying to work out if the original error is coming from some of my code or if I've managed to get a corrupt "Tracker - Hurryable" object on the lot<br />
<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">Object&nbsp;id</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">386<br />name</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">E001_User00047&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">Francesca<br />Stack&nbsp;size</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">10<br />Error</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">Tree&nbsp;</span><span style="color: #007700">break&nbsp;</span><span style="color: #0000BB">encountered</span><span style="color: #007700">.<br /></span><span style="color: #0000BB">Iterations</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">11<br />&nbsp;&nbsp;Frame&nbsp;9</span><span style="color: #007700">:<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Stack&nbsp;Object&nbsp;id</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0<br />&nbsp;&nbsp;&nbsp;&nbsp;Node</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">3<br />&nbsp;&nbsp;&nbsp;&nbsp;Tree</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">id&nbsp;4097&nbsp;name&nbsp;</span><span style="color: #DD0000">'CT&nbsp;-&nbsp;Setup'&nbsp;</span><span style="color: #0000BB">version&nbsp;</span><span style="color: #007700">-</span><span style="color: #0000BB">32753<br />&nbsp;&nbsp;&nbsp;&nbsp;from&nbsp;Tracker_Hurryable<br />&nbsp;&nbsp;&nbsp;&nbsp;Prim&nbsp;state</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0<br />&nbsp;&nbsp;&nbsp;&nbsp;Params</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0&nbsp;200&nbsp;&nbsp;&nbsp;&nbsp;Locals</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">214<br />&nbsp;&nbsp;Frame&nbsp;8</span><span style="color: #007700">:<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Stack&nbsp;Object&nbsp;id</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">214<br />&nbsp;&nbsp;&nbsp;&nbsp;Stack&nbsp;Object&nbsp;name</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">Tracker&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">Hurryable<br />&nbsp;&nbsp;&nbsp;&nbsp;Node</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">5<br />&nbsp;&nbsp;&nbsp;&nbsp;Tree</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">id&nbsp;524&nbsp;name&nbsp;</span><span style="color: #DD0000">'Hurry&nbsp;-&nbsp;Start'&nbsp;</span><span style="color: #0000BB">version&nbsp;</span><span style="color: #007700">-</span><span style="color: #0000BB">32754<br />&nbsp;&nbsp;&nbsp;&nbsp;from&nbsp;</span><span style="color: #007700">global<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Prim&nbsp;state</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">1<br />&nbsp;&nbsp;&nbsp;&nbsp;Params</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0&nbsp;200&nbsp;&nbsp;&nbsp;&nbsp;Locals</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">1<br />&nbsp;&nbsp;Frame&nbsp;7</span><span style="color: #007700">:<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Stack&nbsp;Object&nbsp;id</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0<br />&nbsp;&nbsp;&nbsp;&nbsp;Node</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0<br />&nbsp;&nbsp;&nbsp;&nbsp;Tree</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">id&nbsp;</span><span style="color: #007700">-</span><span style="color: #0000BB">1&nbsp;name&nbsp;</span><span style="color: #DD0000">'No&nbsp;behavior'&nbsp;</span><span style="color: #0000BB">version&nbsp;0<br />&nbsp;&nbsp;&nbsp;&nbsp;from&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;Prim&nbsp;state</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">1<br />&nbsp;&nbsp;&nbsp;&nbsp;Params</span><span style="color: #007700">:&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Locals</span><span style="color: #007700">:<br />&nbsp;&nbsp;</span><span style="color: #0000BB">Frame&nbsp;6</span><span style="color: #007700">:<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">Stack&nbsp;Object&nbsp;id</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">386<br />&nbsp;&nbsp;&nbsp;&nbsp;Stack&nbsp;Object&nbsp;name</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">E001_User00047&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">Francesca<br />&nbsp;&nbsp;&nbsp;&nbsp;Node</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">21<br />&nbsp;&nbsp;&nbsp;&nbsp;Tree</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">id&nbsp;8214&nbsp;name&nbsp;</span><span style="color: #DD0000">'Sub&nbsp;-&nbsp;Return&nbsp;to&nbsp;World'&nbsp;</span><span style="color: #0000BB">version&nbsp;</span><span style="color: #007700">-</span><span style="color: #0000BB">32734<br />&nbsp;&nbsp;&nbsp;&nbsp;from&nbsp;JobDataGlobals<br />&nbsp;&nbsp;&nbsp;&nbsp;Prim&nbsp;state</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0<br />&nbsp;&nbsp;&nbsp;&nbsp;Params</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">12&nbsp;3&nbsp;121&nbsp;&nbsp;&nbsp;&nbsp;Locals</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">43&nbsp;386&nbsp;0&nbsp;3&nbsp;<br /></span></code></div></div></div>
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			<title><![CDATA[Too bright in CAS]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9361</link>
			<pubDate>Thu, 24 Sep 2020 21:42:50 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9361</guid>
			<description><![CDATA[The lighting in my game is fine - until I enter CaS. There everything, especially the face, is so bright I can hardly see. I tried finding a dark CaS screen download, but that did no good. I tried different creators cameras, but CaS does not change. I don't know why this is happening. I can't think of anything I've done to screw this up for me.  Deb]]></description>
			<content:encoded><![CDATA[The lighting in my game is fine - until I enter CaS. There everything, especially the face, is so bright I can hardly see. I tried finding a dark CaS screen download, but that did no good. I tried different creators cameras, but CaS does not change. I don't know why this is happening. I can't think of anything I've done to screw this up for me.  Deb]]></content:encoded>
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			<title><![CDATA[Off-world Sim being removed outside of my code]]></title>
			<link>https://www.leefish.nl/mybb/showthread.php?tid=9323</link>
			<pubDate>Tue, 18 Aug 2020 12:24:10 +0000</pubDate>
			<guid isPermaLink="false">https://www.leefish.nl/mybb/showthread.php?tid=9323</guid>
			<description><![CDATA[So I have a weird modding problem, and am hoping that someone on here may have run into something similar in the past and can throw some "try looking at this" ideas at me, as I'm pretty much stumped.<br />
<br />
In my <a href="http://www.picknmixmods.com/Sims2/Downloads/BreakUpByPhone/BreakUpByPhone.html" target="_blank">Break Up By Phone</a> mod, a Sim can call a soon-to-be-ex and break-up with them.  I'm using the Maxis Sim2Sim Just Talk phone call objects and BHAVs as my starting point, as the premise is pretty similar.<br />
<br />
As I need both the NID and OID of the <span style="font-style: italic;">callee</span> Sim (memories, for instance, need their OID), I've created the <span style="font-style: italic;">callee</span> Sim off-world ([prim 0x002A] Create New Object Instance (Neighbour in stack object, place: out of world (put new object id in Stack Object), Create object normally,)) which works just fine.  I can use their OID and even push an immediate interaction onto them (as wants/fears operate on My) - all seems to work correctly.  <br />
<br />
Now here's the odd bit, at a random point during one of the caller's animations ([prim 0x006A] Animate Sim (animation: "a2o-phone-call-loop100-listen-disagree-med" ...), the <span style="font-style: italic;">callee</span> object 'vanishes' (ie [global 0x014B] Verify - Person ID (1 arg: Person ID=Param 0x0000 (OOW OID))) fails.  Not sure if something is deleting it, or if it's being removed after causing an unreported error. This wouldn't be a problem (as I've finished with the <span style="font-style: italic;">callee</span> by then) EXCEPT that memories may be broadcasting messages to other family members and those messages include the (now invalid) OID of the <span style="font-style: italic;">callee</span>.  Kaboom! Error dialog <img src="images/smilies/sad.png" style="vertical-align: middle;" border="0" alt="Sad" title="Sad" /><br />
<br />
I've gone through the Maxis code with a fine-tooth comb and have set the <span style="font-style: italic;">callee's</span> greet status and the caller's animation reaction flags the same as when calling an OOW Sim on the phone.  I've also sprinkled [global 0x0118] Idle (1 arg: ticks=Literal 0x0001) calls through the main call sequence to give the <span style="font-style: italic;">callee</span> and memories processor time - these helped a bit, in that the memories don't always fail, but sometimes the cascading memories are still a problem.<br />
<br />
I'm stumped.  At the moment I'm looking at hacking the failing memory BHAV to just make it fail silently and not barf with an error message.<br />
<br />
Any thoughts/ideas/past experiences greatly appreciated<br />
<br />
William]]></description>
			<content:encoded><![CDATA[So I have a weird modding problem, and am hoping that someone on here may have run into something similar in the past and can throw some "try looking at this" ideas at me, as I'm pretty much stumped.<br />
<br />
In my <a href="http://www.picknmixmods.com/Sims2/Downloads/BreakUpByPhone/BreakUpByPhone.html" target="_blank">Break Up By Phone</a> mod, a Sim can call a soon-to-be-ex and break-up with them.  I'm using the Maxis Sim2Sim Just Talk phone call objects and BHAVs as my starting point, as the premise is pretty similar.<br />
<br />
As I need both the NID and OID of the <span style="font-style: italic;">callee</span> Sim (memories, for instance, need their OID), I've created the <span style="font-style: italic;">callee</span> Sim off-world ([prim 0x002A] Create New Object Instance (Neighbour in stack object, place: out of world (put new object id in Stack Object), Create object normally,)) which works just fine.  I can use their OID and even push an immediate interaction onto them (as wants/fears operate on My) - all seems to work correctly.  <br />
<br />
Now here's the odd bit, at a random point during one of the caller's animations ([prim 0x006A] Animate Sim (animation: "a2o-phone-call-loop100-listen-disagree-med" ...), the <span style="font-style: italic;">callee</span> object 'vanishes' (ie [global 0x014B] Verify - Person ID (1 arg: Person ID=Param 0x0000 (OOW OID))) fails.  Not sure if something is deleting it, or if it's being removed after causing an unreported error. This wouldn't be a problem (as I've finished with the <span style="font-style: italic;">callee</span> by then) EXCEPT that memories may be broadcasting messages to other family members and those messages include the (now invalid) OID of the <span style="font-style: italic;">callee</span>.  Kaboom! Error dialog <img src="images/smilies/sad.png" style="vertical-align: middle;" border="0" alt="Sad" title="Sad" /><br />
<br />
I've gone through the Maxis code with a fine-tooth comb and have set the <span style="font-style: italic;">callee's</span> greet status and the caller's animation reaction flags the same as when calling an OOW Sim on the phone.  I've also sprinkled [global 0x0118] Idle (1 arg: ticks=Literal 0x0001) calls through the main call sequence to give the <span style="font-style: italic;">callee</span> and memories processor time - these helped a bit, in that the memories don't always fail, but sometimes the cascading memories are still a problem.<br />
<br />
I'm stumped.  At the moment I'm looking at hacking the failing memory BHAV to just make it fail silently and not barf with an error message.<br />
<br />
Any thoughts/ideas/past experiences greatly appreciated<br />
<br />
William]]></content:encoded>
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