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[personal profile] hat_plays_sims
Okay, first, let me say virtually everything in this... it's not even a tutorial, really, it's more like a pasting guide. Anyway, virtually everything in this crib sheet will focus on the Property Sets value doodad in SimPE.

These are EASY. Be not afraid. If you are afraid, then make backups (or don't throw out your zipped files).

Here's the biggest trick I can give you, right off the bat-- you do not have to type in the full hex code (0x00000000whatever) in the Property Set in order to change it. Just select the whole thing in the value section over on the right and type in the numbers that come after zero. As in, if you need to add Maternity to an outfit categorized as Everyday, instead of typing 0x00000107, backspace away the 0x00000007 and type in 107. SimPE will automatically add the missing digits. It's a timesaver if you have sixteen things you would otherwise need to paste. (Also, because everybody's new to keyboard shortcuts at some point, ctrl+c is copy, ctrl+v is paste, ctrl+a is Select All, and ctrl+x is cut. You can't right-click in most fields in SimPE and get your copypasta options, so, use keyboard shortcuts.)

Okay, but onwards to the all those values and what they actually MEAN!

CATEGORY

Casual: 0x00000007
Swim: 0x00000008
Nightclothes: 0x00000010
Formal: 0x00000020
Underwear: 0x00000040
Skin: 0x00000080
Maternity: 0x00000100
Gym Clothes: 0x00000200
TryOn: 0x00000400
Overlay: 0x00000800
Outerwear: 0x00001000

Most of those should look familiar from Body Shop, but some of them are a little different. TryOn is for when your Sim is buying new clothes. Skin will give you Colored Scalp Syndrome on hair files and I don't know what it'll do to clothes. I have no idea what Overlay means, but it does intrigue me. Maternity, of course, is hidden unless you have a Buy Maternity Wear At Shop or Plan Maternity Wear hack. (You should totally get one. I categorize all my Casual clothes as Maternity, too, if they have a pregmorph. Your Sims' maternity clothes are what show up on the loading screen if you enter the lot while they're pregnant, so choosing custom maternity clothes can get rid of the Maxis maternity wear eyesores, if you run a themed game.)

The really neat thing is that you can combine categories. If you make hairs, here's the important one:

0x0000137F

That'll make your hair show up for Casual, Swim, PJs, Formal, Undies, Maternity, Gym, and Outerwear. Hairs that aren't categorized for Maternity will disappear when your Sim gets pregnant, replaced by a Maxis mesh, if you don't have a Pregnant Sims Wear Any Outfit hack.

To make clothing or hairs available for multiple categories, all you really need to do is add them together-- which runs into a little bit of a problem if you want something available for Casual and Swim, because we're not working with regular base-ten numbers, we're working in hex, or hexadecimal. Hexadecimal is a base-fifteen numbering system, and as such has fifteen numerals: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, and F. Seven and Eight add up to F, because F equals fifteen. It's awkward as fuck until you're used to it, and then it's suddenly second nature.

Really, for this, all you need to know is that anything that requires Swim and Casual ends in F, which makes everything else add up cleanly.

So!

All Clothing Categories: 0x0000137F
Everything But Maternity: 0x0000127F
Showerproof Accessories, Broken Hairs: 0x000013FF (if you have random hair textures on your Sims' scalps, look for this number in a hair's Property Sets)
Everything But Formal: 0x0000135F

Everyday and Formal: 0x00000027
Everyday and Swim: 0x0000000F
Everyday and Gym: 0x00000207
Everyday and Maternity: 0x00000107
Undies, PJs, and Swim: 0x00000058
Undies and Swim: 0x00000048
Undies and PJs: 0x00000050

I can't list every possible combination because there are way too many, but you get the idea. No need to make new recolors in Body Shop just to change the category; open that bad boy up in SimPE and change it yourself!

You can also change the categories of separates. To show up when your Sims are buying clothes (or when you're building Sims in CAS and probably from sewing machines), they have to be flagged as Casual, but after that, you can sort them as any damn thing you please, including outerwear (want your Sims in the same pants as everyday but a nice coat for winter?) or Maternity (anything I'd bin 1027 gets binned as 1127 if it's got a pregmorph). Mix and match all the things-- and if you use Pescado's Clothing Tool to change your Sims' outfits, you can access your separates even if they're not visible at shops. You know, just in case you want to townie-enable some separate undies but don't want to have them showing up as Casual-wear on your townies at random as they go walking down the street.

AGE

This one is pretty straightforward; the Age value denotes the age of the Sim. Usually you absolutely cannot fiddle with this one (meshes that work for teens don't work for children, but the meshes can't tell the game what age they belong to), but there are a couple of cases where you can get away with it-- and sometimes do some fancy shit, too.

Infant (B): 0x00000020
Toddler (P): 0x00000001
Child (C): 0x00000002
Teen (T): 0x00000004
Young Adult (YA): 0x00000040
Adult (A): 0x00000008
Elder (E): 0x00000010

First, the easy combination: changing the Age value on an Adult or Young Adult item to 48 enables it for both. And honestly, unless you've got, like, a beard with gray in it or something? There's really no reason not to enable hair, clothing, and accessories for both of those ages. Some nineteen-year-olds dress like they're thirty and some forty-year-olds dress like they're twenty-two.
YA-Adult: 0x00000048

Second, if you want lots of clothing options for elders, want to save space, or just don't want your elders to get saggy when they get slumpy, Adults and Elders can also safely be combined. It also works both ways, enabling Elder clothes for Adults if you want to show menopause setting in before the hair goes gray.
Adult-Elder: 0x00000018

You can, of course, combine all three ages; this is what I do, because it saves space and, in the Middle Ages, there wasn't too much difference between a dress meant for a girl of eighteen and a gown meant for a woman of ninety. ... Well, besides support garments, but the dress itself helped with that. Also useful for things like military uniforms or tailored suits; a classic tuxedo is a classic tuxedo whether you're going to your first prom, your wedding, or your granddaughter's wedding.
YA-Elder: 0x00000058

(You can combine Young Adult and Elder without involving Adult-- that's 0x00000050-- but I can't figure out why you'd do that.)

The Infant value, used for babies, could be considered pretty useless, I admit. By default, the game isn't set up to let you make anything-- hair or clothing-- for infants. However, you CAN make clothes for infants in Body Shop (they don't show up) by temporarily categorizing them as 0x00000021, and changing them to 20 before starting your game. If you townie-enable them, they'll even show up randomly without using Chris Hatch's hack for baby clothes. (Townie-enabling comes in a minute).

If you're working with makeup, which doesn't exactly use a mesh, you can combine ages in the property sets either to add Infant ages (you still need a hack or Boolprop to change their appearance), to add ages (or sexes) the makeup didn't initially include, or if you're changing layers, bins, or EP/SP pinning, to just lump all the ages into one property set and delete the rest so you don't have to change the same numbers twelve times.
Infant-Elder: 0x0000007F
Toddler-Elder: 0x0000005F
Child-Elder: 0x0000005E
Teen-Elder: 0x0000005C

GENDER

I tend to use 'sex' interchangeably with 'gender' when it comes to Sims stuff, mostly because it's a shorter word. It's pretty simple:

Female: 0x00000001
Male: 0x00000002
Unisex: 0x00000003

There are no other options for Sims.

It's best to only try unisex items with infants, toddlers, and children, because males and female pre-pubescents use the same body and skull meshes. After the Teen age, not only do male and female skulls take different shapes, the neck on the head meets the neck on the body in a different place (which means people making custom body shapes can shorten the body's neck by sloping the shoulders, so that's cool). Adult unisex content CAN work, but only with clothing where the neck doesn't matter (as in the OFB knight armor, or when your Sim will be using an invisible face, such as Servos or Sentate's Bonehilda), or accessories and hairs that cover the head completely (Daislia's Assassin's Creed hoods are good examples, as are G-Knee's Robin Hood hats). So experiment-- sometimes it pays off, and sometimes it just ends up looking awkward. You can always change it back.

LAYER and BIN

Or, how to shuffle makeup around, mostly.

Layer is not really a thing I know how to screw around with, except that it tells makeup how to stack. Is your thing an under-layer? Lower number. Should it go over the top of other makeups? Higher number. I have seen numbers all over the place.

Bin, however, Bin is an interesting thing. By changing your Bin value, you can make your facial item layerable-- in some cases. Things you cannot make layerable by changing the Bin value (and in fact you'll probably mess them up) include, but may not be limited to:

Bon Voyage jewelry (but you CAN re-sort it, more on that later)
Beards
Stubble
Eyeliner
Eyeshadow

This leaves you able to layer:

Full-face makeup
Blush
Lipstick
Glasses-Binned accessories

Probably you can't make eyebrows layerable. I haven't tried.

You make your item layerable with other items simply by making the Bin value a unique hexadecimal number. If the numbers are different, stuff can layer; if they're the same, they cancel each other out. You can grab a unique hex number from the beginning of a fresh Body Shop file in SavedSims, make up your own, whatever. You can also use this knowledge to make sure things that shouldn't stack (eyebags, accessory purses, lipliners) replace each other instead.

However! When making eyeglasses-bin accessories layerable, know that you can't layer multiple instances of the same mesh, even if you give every single recolor unique bin numbers.

SHOE

There are different shoe sound effects in the game, and it's pretty easy to change which ones go with a particular outfit. DO NOT TRY TO COMBINE THESE. I don't know what will happen.

None: 0x00000000 (meant for tops, but also useful for mermaids, nagas, ghosts, or ninjas)
Barefoot: 0x00000001
Heavy Boot: 0x00000002
Heels: 0x00000003
Normal Shoe: 0x00000004
Sandal: 0x00000005
Footie Pajamas: 0x00000006 (not used on adult clothing by default)
Armored: 0x00000007 (requires OFB; used for knight armor. Fun with robots?)

TOWNIE-ENABLING

Okay, this is actually really simple. There are only five values you need to change (sometimes only three!) to make your clothing townie-friendly. (Binned hair is always townie-friendly by default. Custom hair is never townie-friendly.)

You're looking for Flags, Creator, Family, and occasionally Product and Version.

IF YOU WANT YOUR OUTFIT AVAILABLE FOR YOUNG ADULTS:

Product: 0x00000000
Version: 0x00000000

(This is because Young Adult stuff doesn't townie-enable correctly unless the version is either 0 or greater than 2. Version 1 is base game, Version 2 is Uni, but all-zeroes is the safest bet because that way it doesn't try to trip any expansion pack flags.)

FOR THE REST OF THE THING:

Flags: 0x00000000 (I'll talk more about flags in a bit, they're fun)
Creator: 00000000-0000-0000-0000-000000000000
Family: 00000000-0000-0000-0000-000000000000

Creator and Family do not auto-correct; copy and paste from here or, for clothes and hair, from the Skintone value.

Family is usually a string of zeroes on clothing. There are also fun things you can do with it. Creator is just a string of gibberish Body Shop throws out there because we are not EAxis; it doesn't stay the same every time you make something (but I think it stays the same for every time you open Body Shop).

And if you do that to clothing, then hey presto! Your clothing is townie-enabled. This: a) means in a period or themed game, you can hide as much crappy Maxis content as you like and your Sims will age up into appropriate clothes and b) means if you have or make custom baby clothes, they can spawn on your kidlets without you needing to install a hack or buy a hacked object.

Special Townie-Enabling Note: Using the above method, you can also townie-enable accessories (leave the Family numbers if it has multiple ages, or if it's a hairy accessory you've binned). Eyebrows and facial hair are easiest to townie-enable by binning, like hair. You cannot townie-enable makeup, by category or full-face, without changing the Family value to all zeroes, which is fine if you only have one piece of makeup you want to pop up randomly, but if you want to townie-enable all your freckles, having them all in the Zeroes Family means that at every age transition, your Sim's freckles could shift around. (This is why my elders go gray, because if colors are enabled for elders, they'll randomly choose out of any color available in that family. Getting them to the right color again always seems like more trouble than it's worth.)

I do not know if you can townie-enable overlays (as in overlay boxes), but I do know you can townie-enable/disable face templates, whether default or custom.

To Townie-enable skintones, literally all you have to do is crack open the Skintone XML (not the Property Set) and change Flags from 0x00000008 to 0x00000000. Geneticizing skins is a little more complicated-- okay, actually it's not, it's just more involved. In the Skintone XML, you'll find a value labeled Genetic. For untouched custom skins, this is 0, the same value as the alien skin; it's dominant over all the things. The four Maxis default skins are geneticized as 0.1, 0.3, 0.6, and 0.9, from lightest to darkest. These values are technically equally dominant; when two Sim parents of two different skintones have a baby, the baby could be either parent's skintone OR any townie-enabled skintone of any value in between the parents' skintones.

So, ideally, you should take your custom skintones and sort them from lightest to darkest, geneticizing them accordingly. I use my defaults and the two bonus skins they came with as tentpoles, but there's a lot of variation in defaults out there... and I use 211 skins.

You are not stuck with whole tenths of numbers, either. My list of skins runs from 0.020 (Pooklet's Woe is Me and Woe is You freckly vampire) to 1.160 (Pooklet's My Poor Lover Eight. I have skins by plenty of people who aren't Pooklet, they're just not as extreme). I don't know how many decimal places over you can go; I haven't needed to go past three. I do know you can go up to at least nine in whole numbers, however.

HAIRTONE

The hairtone value is another massive string of zeroes. There are six Seven hairtones in your game, plus custom-- and custom is a string of gibberish. There really aren't a lot of reasons to restrict Body Shop content by hairtone, but there are three good reasons to know how to do it: Eyebrows, Facial Hair, and the odd hairline makeup.

So!

Hairtone: 00000000-0000-0000-0000-000000000000 (All bins. Hairs binned this way won't show up in Body Shop, will show up in game. Useful for Plantsim hairs, hats that show no hair, nun wimples, and baldness.)
Hairtone: 00000001-0000-0000-0000-000000000000 (Black.)
Hairtone: 00000002-0000-0000-0000-000000000000 (Brown.)
Hairtone: 00000003-0000-0000-0000-000000000000 (Blond.)
Hairtone: 00000004-0000-0000-0000-000000000000 (Red.)
Hairtone: 00000005-0000-0000-0000-000000000000 (Gray.)
And I've been told that...
Hairtone: 00000006-0000-0000-0000-000000000000 (Streaked.)

And if your Hairtone is a long string of random-ass numbers and letters, that's Custom. (I haven't tested Streaked. I'm told that for hairs, it keeps the hair in the Custom bin, BUT you can only access it in-game rather than in Body Shop.)

You can use this knowledge to bin things that binning programs balk at binning, but you must use it wisely. Skintones, clothes, accessories, makeup, and other Body Shop goodies are binned as 0 or Multi by default, and usually for good reason. Anything binned for black hair, for example, won't show up in the catalog if the selected Sim has red hair, or custom hair, or any non-black color, including gray. While this is great for things like hairline makeup, eyebrows, beards, stubble, and accessory bangs, switches, and falls (hairpieces), it really shouldn't be used on skintones. A skintone tied to a specific hairtone will cause you problems while creating elders (even if you as a player don't make elders by default, the game does when creating cafeteria workers and nannies and such), because gray counts as its own hairtone-- and skintones only have one applicable property set.

It MAY be possible to use the Hairtone value and POSSIBLY the Genetic value to make custom hairs behave properly; it's that string of gibberish that makes Sims built with custom hair pass along their hairstyles rather than hair colors. However, I haven't tested that.

FLAGS

Oh, the Flags value is a fun one. I don't pretend to know all of the things changing the Flags value can do, but here's what I do know:

Townie-Friendly: 0x00000000
(binned or multi-binned hairs flagged 0 are townie friendly; a 0 flag is a vital step to townie-enabling clothing. You can also townie-enable accessories and facial hair, probably makeup and possibly (though it may have awkward results) BV-binned jewelry.)
Hidden: 0x00000001
(will not show in Body Shop; will only show in CAS if testingcheats are enabled. Adding 1 to any non-hidden Flags value will hide that content, IE, 3, 9, B.)
Hat: 0x00000002
(ONLY FOR HAIRS: affects chemistry as a hat, can and will spawn on townies)
Townie-Disabled: 0x00000008
(Change your binned or multi-binned hairs' flags to 8 if they're far too weird or special to spawn on the police officer and cashier.)
Townie-Disabled Hat: 0x0000000A
(ONLY FOR HAIRS: affects chemistry as a hat, won't spawn on townies.)

VERSION AND PRODUCT

If you know the Body Shop Organization Kit, you know Version and Product are the values it runs on. Version and Product tell the game what expansion pack your BODY SHOP content belongs to (there's a way to do it with Buy and Build stuff, but I don't know it and it's deep magic that involves the Program Files folder). Now, okay, you may say, "Hat, that is ridiculous, whyinhell would I want to pin Body Shop content to an expansion or stuff pack?"

Well, hell, I don't know, maybe you can't think of any reason for that. Here's how I use it:

Nightlife-- Fantasy elements. Fantasy hairs I can't bear to get rid of. Clothes that only work for vampires, fairies, or witches. Sherahbim's lovely fantasy Roma clothes.
Open for Business-- Church (and possibly heraldry, haven't decided on that). Short, townie-disabled female hairs, age and gender conversions of OFB Ninja costumes.
Bon Voyage-- Foreigners. Castaway Stories hair and clothes; microbraids, cornrows, natural afros. East Asian hairs (whether they're wigs, traditional, ceremonial, or pure fantasy; Chinese, Japanese, or Korean, the meshers rarely say). Hakama, Yukata, Changpao, Rose Taobao outfits. Possibly also Viking tunics and hangerok, I haven't decided yet.

See, I have all the Maxis Body Shop content that will possibly hide, hidden. I don't need to sort by body shape because I don't have a lot of different body shapes (yet), but sorting by theme-within-the-theme makes it easier for me to both get through my 'regular' clothes and hairs, and find the special stuff when I want it.

So, here are the Version/Product OTPs that'll let you pin your Body Shop content to a specific expansion.

For clothing, set Creator and Family to all zeroes as though townie-enabling.
For hairs, DO NOT change the Family value, but do set Creator to all zeroes.
Set Flags as desired, and then...

Expansion Packs:
Basegame (no icons): Version 0x00000001, Product 0x00000001
University: Version 0x00000002, Product 0x00000002
Nightlife: Version 0x00000002, Product 0x00000003
Open for Business: Version 0x00000003, Product 0x00000004
Pets: Version 0x00000004, Product 0x00000007
Seasons: Version 0x00000006, Product 0x00000008
Bon Voyage: Version 0x00000006, Product 0x0000000B
Free Time: Version 0x00000006, Product 0x0000000E
Apartment Life: Version 0x00000006, Product 0x00000011

Stuff Packs:
Holiday 05 (no icons): Version 0x00000002, Product 0x00000001
Holiday 06 (no icons): Version 0x00000003, Product 0x00000001
Family Fun: Version 0x00000003, Product 0x00000005
Glamour Life: Version 0x00000003, Product 0x00000006
Celebration: Version 0x00000003, Product 0x00000009
H&M: Version 0x00000003, Product 0x0000000A
Teen Style: Version 0x00000004, Product 0x0000000C
K&B: Version 0x00000004, Product 0x0000000F
IKEA: Version 0x00000004, Product 0x00000010 (I am not positive this is right, but no clothes came with Ikea, so... I don't know?)
Sims 2 Store (no icon): Version 0x00000006, Product 0x0000000D
M&G: Version 0x00000006, Product 0x00000012

If you don't have a particular expansion, pinned content will show up in the catalog in the right area, but without the associated EP or SP icon. While content with a custom star will show latest-creation-first, content pinned to an EP or SP will show earliest-creation-first, so if you create your hair or clothing colors in a specific order, they'll be in the reverse order when pinned to an EP.

The only caveat I know of is that content enabled for Young Adults has to have a Version of 0x00000002 or higher or it won't show up; to get the same no-icons, back-of-the-catalog effect, try pinning it to a Holiday SP.

(I don't think it's a good idea to release content pinned to expansions and stuff packs most of the time; it's handy with things like Plantsim clothes or knight armor recolors or Castaway Stories content, but other than that, game organization is a pretty personal thing.)

BON VOYAGE JEWELRY BINS

So let's say you've downloaded some goodies that came pre-sorted as Bon Voyage jewelry, but they're not sorted quite the way you like-- you've got your headwear jewelry sorted differently than the creator, or you like your pairs of earrings on the right ear instead of the left, or you want a parure (suite of jewelry) binned as a Left Earring so you can add more necklaces, whatever. You can't re-bin an already jewelrified version in the Wardrobe Wrangler, so, what to do?

As I said above, for non-jewelry accessories and some kinds of makeup, using a random bin number makes content layerable with other content in the same section. For jewelry-enabled accessories, the bin number tells the game what kind of jewelry it is.

0x00000032 Left Earring
0x00000033 Right Earring
0x00000034 Necklace
0x00000035 Left Bracelet
0x00000036 Right Bracelet
0x00000037 Nose Ring
0x00000038 Lip Ring
0x00000039 Eyebrow Ring
0x0000003A Left Index Finger
0x0000003B Right Index Finger
0x0000003C Alternate Right Index Finger
0x0000003D Left Pinky Finger
0x0000003E Right Pinky Finger
0x0000003F Left Thumb
0x00000040 Right Thumb

Another value you can change is the Group, which tells the game where you should be able to buy a given item. Useful not only for downloaded stuff, but in case you want to put location-specific jewelry on your handmade Vacation Locals in CAS, and then later make sure your regular neighborhood Sims can't just nip off Downtown and buy those Far-Eastern pearls or Mountain Thor's hammers or... well, okay, I don't know what YOUR vacation hoods are set up like, so here are the Group numbers:

0xD327EED9 Normal (shows up in CAS and when buying jewelry in Community Lot shops)
0xD327EED8 Tropical (only available in Tropical vacation destination subhoods)
0xD327EED7 Far East (only available in Far East vacation destination subhoods)
0xD327EED6 Mountain (only available in Mountain vacation destination subhoods)
0xB343967F Collectible (only available when beach-combing-- digging in the sandy portions of beach lots.)

IMPORTANTLY, this is not how to actually BIN Bon Voyage jewelry. The fastest way to do that is by downloading the Wardrobe Wrangler. (There's a longhand way to do it that Captain Swooptie over on MATY worked out, but it's REALLY longhand.) This is only how to EDIT jewelry that is ALREADY binned.

SORTINDEX

Let us leave the realm of the property set for a moment and look at the Binary Index. The Sortindex value is a hexadecimal number that increases by one for every project you make in Body Shop, based on the highest number you've already got installed in your game-- whether you made it or not.

This number is the number that decides where things go in your hair, clothing, accessory, and genetics catalogs if you have later expansion packs. (This is why some of my older hairs are all mixed up; I took them out to bin them, then restarted Body Shop and made more hairs before binning and re-installing the first ones, so they have overlapping sortindex numbers. Also, on the laptop, content appears to be sorted vaguely alphabetically based on subfolder, package, and probably internal naming-- my laptop only has up to Glamour Life Stuff installed, cos I was making custom CAS screens.) If you screw up the order of your recolors, find hairs that overlap each other, want to fill in older Project Mayhem hair sets with the newer colors without re-doing the whole shebang, or just want to put conversions in the same chunk of the catalog as the originals, you just need to change the sortindex number.

I change it when I screw up, when I make nude scanties for a new bodyshape (keeping all my nudies together), and I'm actually seriously considering making I took the plunge and made all my skintones' sortindex numbers match their genetic numbers. You can re-use sortindex numbers without confusion by giving all hairs in the same family the same sortindex number, or by using the same numbers for different ages of converted clothing (to help keep sets together when a new age or bodyshape is added).


This concludes what I know how to do in the Property Sets of Body Shop content for Sims 2.

The other SimPE tricks I know how to get some mileage out of involve moving Buy Mode content to Build Mode and making a few simple tweaks to objects and sorts and such by messing with Object Data.

OBJECT DATA

Okay, so let's say you've downloaded a big ol' set of custom content, and you're going through your Deco categories, and there in Deco Plants is... something that's obviously a shrub. Or a tree. Or you have a game on the Apartment Life engine and that Architectural Details section in Build Mode makes you really wish you could move the cornices and floor edge hiders and faux-balconies over THERE instead of leaving them in your already-too-cluttered Deco Misc category.

Changing catalog placement of Buy Mode objects is easy. You open the object, look at the Object Data, select the category you want from Overall Sort (why are there rocks in Deco Sculpture rocks go in Deco Misc, that sort of thing), choose the rooms you think it belongs in, commit, save, and you're done. (Don't select more than one Function sort, though. That leads to things like poseboxes and horses in every. Single. Miscellaneous category in the game. Nobody likes that.)

Moving something from Buy to Build is a little bit trickier, but it still only involves four changes at most.

While you're looking at Object Data, you'll see two little tabs, one that says Catalog Sort and one that says RAW Data. Click Raw Data and a whole mess of... stuff will come up. Off to the right-hand side near the top, you should see three radio buttons labeled Binary, Decimal, and Hexadecimal. By default, the damn thing is on Hexadecimal and that's just awkward. Tick Decimal instead and watch the numbers change.

Now you're ready to find the values you need to change.

Under #03, Catalog Sorting, find Function Sort Flags and set it to 0 (you only have to enter one digit, it will auto-correct). This removes that sucker from the Buy Mode catalog completely. You can also change Room Sort Flags to 0, but I never do. Course, I never use the Sort By Room function in-game, either, so... yeah.

(Handy trick for making your own Maxis hiders or maybe hiding the master mesh you don't like to a slaved set you do; changing the Function Sort and Room Sort flags to 0 will hide the object from the catalog. It's still in-game, slowing your loading time, but it's not making you go 'why do I even HAVE this?')

Anyway. Still in Catalog Sorting, now you're looking for Build Mode Type, Build Mode Subsort, and sometimes Function Subsort and Community Subsort. These numbers are probably going to be zeroes (Function Subsort and Community Subsort might be 128), but we're gonna change them.

Architectural Details (Requires AL Game Engine): Build Mode Type 1, Build Mode Subsort 4096, Function Subsort 1, Community Subsort 128 (I use this for, well, architectural details, but also to get custom fireplaces out of Appliance Misc or any of the random-ass places they end up (no offense, Fireplace Makers, but it's not like there's an agreed-on compromise).)
Garage: Build Mode Type 1, Build Mode Subsort 1024
Trees: Build Mode Type 4, Build Mode Subsort 1
Shrubs: Build Mode Type 4, Build Mode Subsort 2
Flowers/Aquatic Plants: Build Mode Type 4, Build Mode Subsort 4
Garden (Requires Seasons): Build Mode Type 4, Build Mode Subsort 16

While you're here, if you want, you can scroll up to #02 Catalog Price and adjust the price, depreciation, and depreciation limit to whatever tickles your fancy or strikes you as more appropriate than the mesher decided. (Because look, if it's a $4,000 wheel of cheese or a $100 treasure chest of gold coins, something's a little off, here.) The highest price you can give something is $32,767, for reasons I do not fully understand... but it's a rare piece of Buy or Build mode content that really needs to be THAT expensive.

The Sale Price entry under Catalog Price isn't an actual price-- it's whether or not your object works with the Mansion & Garden quarter tile cheat (setquartertileplacement on, toggled by ctrl+f). If an item has 1 as its sale price, change it to 35 (in Decimal; 0x0023 in Hexadecimal), and boom-- quarter-tile placement compatibility is engaged! Well, once you commit and save. That much, I learned from HugeLunatic. While updating basically my entire catalog of CC, I learned a couple other things about quarter-tile compatibility-- I think it's more about certain numbers locking compatibility out than 35 being a key to making it work. 0 also seems to work most of the time, but 3 and 5 don't.

Also, if you're trying to convince a multi-tile item to listen to quarter-tile cheating, you have to adjust the Sale Price in all the entries under Object Data/Raw Data to make it work. They don't all need to have prices and catalog sorts, but they do all need to say 25. Otherwise you'll end up swinging your object around the screen going "Why are you stuck to the grid? I fixed you!"

To adjust OFB-shelf object size (not ACTUAL object size, just how many you can put on an OFB shelf or Magisplay Tray), find 06. Mesh and Graphics. Value 0x004F is Object Size (quantity per shelf) in post-OFB versions of SimPE, and for large objects (one per shelf), you'll want to change that value to 0; medium objects (two per shelf) is 1, while small objects (six per shelf) is 2.

If you're tired of your fanciest beds having crappy comfort and energy scores (or just want to make your toddlers sleep a little longer), I've just learned this trick from Shastakiss:

Still in Raw Data, head for heading 04. Catalog Ratings. There you will find 0x0053: ratingComfort and 0x0056: ratingEnergy. Alter to your heart's content. (There are lots of other ratings you can change while you're there, too.)

This concludes what I know how to mess with in Object Data, but I recently learned a cool trick for Buy and Build content in TXMT, courtesy of Whispers.

MATERIAL DEFINITION

Okay, so Buggybooz's Nooks and Niches are fantastic, but the only real trouble with them is that in-game lighting doesn't hit them quite the same as it hits matching walls. Here's how to fix that-- not just for Buggy's niches but for anything you need to blend in with a wall. Find the Material Definition (TXMT) line in your resource tree, and over in resource LIST, for anything that uses a wall-like texture, find the following property names and edit their values to match these:

NAME: reflectivity VALUE: 0.5
NAME: stdMatDiffCoef VALUE: 0.8,0.8,0.8,1
NAME: stdMatEmissiveCoef VALUE: 0.15,0.15,0.15
NAME: stdMatEnvCubeCoef VALUE: 0,0,0
NAME: stdMatEnvCubeMode VALUE: none
NAME: stdMatSpecCoef VALUE: 0,0,0
NAME: stdMatSpecPower VALUE: 20

You do not need to edit the name, and you do need to copy/paste the value exactly (periods, commas, and case values). For Buggy Niches specifically, you will only need to change the stdMatEmissiveCoef value, but you also need to add the stdMatSpecPower property and give it a value of 20. In the little Property box, you'll see a bold blue "add" (also a delete; ignore the delete). Click it, and scroll all the way down to the bottom of the list on the properties tab to find a lonely looking colon (:) all by itself. Clicking that will bring up blank fields over in the Properties box; in the field labeled Name paste in stdMatSpecPower, and in the field labeled Value paste or type in 20. Commit, save, your niche recolors now look like walls.

With Gunmod's lighting hack (or at least with my edit of it), this works perfectly under outdoor light, but there will still be some differences in how lamp-light hits things.

And you know what, here are my Cut Your Loading Time tricks. Outside the cut I'll just explain the simple ones-- download the Compressorizer (scroll down) and make use of it (though be sure to only use it on finished meshes or copies of meshes; I hear altering a mesh after compressing it makes it not go), and download a bulk renamer (that one's the one I use) to go through all your files and cut out the special characters. ... Okay, behind the cut is a quick Bulk Renaming Your Sims Files rundown.

BULK RENAMING

This is about the Bulk Rename Utility linked above, as I don't know how to use any others.

First of all, finding your files isn't super-intuitive, as the BRU starts at My Computer. If you're on Windows, you're going to want to look at the pane on the upper left and click C: (or whatever your main drive is, or wherever you've stored your files), then over on the main pane on the right, click Users, your username, and either carry on to My Documents/EA Games/Sims 2/Downloads or proceed to wherever you store your files between unzipping them and installing them. Got the files you want to rename in front of you? Great!

I do not know how to use all the little dealies that the BRU can use to name files. Luckily, I don't have to. Here's why:

Sims 2 loads files named with special characters, but it takes the game longer to read them. Unfortunately, special characters make things easier to read, or make user names or information like This Is The Mesh stand out. What are special characters? Anything that IS NOT alphabetical (A-Z, a-z, no accents), numbers (0-9), hyphens (-), or underscores (_). This includes not only the ever-popular square brackets but also apostrophes, ampersands, and spaces.

Depending on your preferences, you can use the third box, Replace, to change every instance of " " to "_", or you can use the fifth box, Remove, to just plonk in all the usual suspects and get rid of them. I recently had about six months of downloading to tidy up, so I left "[] '()" in there no matter what else I was changing.

I do tend to use the Replace function to change the ampersand in "Sun & Moon" to a -N- instead. You can also replace cases, changing "[mesh]" to "MESH."

Also, you can use box 7, Add, to add usernames to files that were uploaded sadly unsigned; I use the Prefix field for that. (Suffix seems like a good spot to add your recolor names, but I end up using Replace for that.)

And of course, once you're done renaming, you want to keep your subfolders as shallow as possible-- the more subfolders, the longer it takes the game to read them all. Any organizational system is a personal thing, nobody copies anybody else's entirely, but stealing the parts of someone else's system that work best for you? Dude, do it. So, personally, I don't go more than two subfolders past 'Downloads,' and my next level is divided by category-- Sims, Accessories, Buy, Build, Clothes, Defaults, Food, Genetics, Makeup, Mods, OMSP, PetBreeds, Poseboxes. (Okay, granted, it's not then all my clothes in the Clothes folder, I have Clothes_00_Testing and Clothes_01_RECOLOR; Genetics is labeled not only Genetics_Eyes and Genetics_FacialHair but Genetics_Hair_by_Hat, Genetics_Hair_Hats, Genetics_Hair_CHECKING.) Inside those base-level folders are subfoldered sets, and sometimes loose bundled items, especially in hair and clothing.

Which brings me to my next great load-time saver:

Bundling Package Files

So the game reads every file name individually to load your content, and it has to work harder (load slower) to read file names with special characters, or file paths (subfolder sequences and file names) that are especially long, but also it has to work harder to load large numbers of files, even if those files are small. (This is a thing I learned very well making my Buy/Build Mode hiders. In a clean game, with all seven thousand individual files installed, starting the game to test gave me time to go downstairs and make a sandwich; once I bundled them into my Director's Cut, starting a clean game took less time than going across the hall to wash my hands.)

You can bundle VERY large files, depending on your SimPE paging file, but one of the things I do for myself after photographing and uploading a hair I want to keep is, I bundle it. This reduces 18 files (17 recolors plus a mesh) to one file-- and that seems like nothing if you're like me and your Downloads folder has over twenty thousand files in it, but I have 446 files of my own in my Genetics_Hair folders. It used to be 8,028. Yes, this does make a difference in how fast my game-- and Body Shop-- loads.

So here's how you bundle Body Shop content.

Your Step Zero here is to subfolder what you want to bundle-- herd it up somewhere easy to find, where you can just hit ctrl+a to select all when it comes time to add them to your package. The way I do it is by hair recolor set (sometimes with the slaved alternate-gender version included), by clothing recolor set, by makeup set (in the same category only), basically, however I'd subfolder a thing is how I bundle it. You're also going to want to make sure you're like 900% done editing your content, because it gets really tricky to do that after you bundle-- so trim the excess grays out of your hairs, fiddle with your clothing categories, townie-enable the cheap dye colors, slave things together, edit shoe sounds, you get the idea.

Open up SimPE and click the Create New Package blank page. Under Resource List, right-click and select Add. Navigate to wherever you herded your content to bundle. It won't show at first, so down at the bottom of your Add... window, above Open and Cancel, change the displayed file type from Extracted File Descriptor to either DBPF Package (which will show you all your .package files) or All Files (which will show you everything). (You can also navigate to the folder of your choice in an Explorer window, select the files, and drag-and-drop them to SimPE's Resource List. This is faster, but when you save you won't be on the same folder. It's good to know how to do it both ways.) Now that you can see all your files, select all your files and hit Open. One of two things will happen-- either they'll all add immediately and easily, or you'll get a memory error message.

See, the size of the bundle you can make is dependent on your individual paging file for SimPE. I usually find I can bundle an entire Any Color You Like clothing set if it has ONE texture, with or without a bump map, but if it has TWO textures then I have to split the master-file in twain.

You will also get error messages faster the more bundles you make. If you're doing a whole slew at once, clear your SimPE caches regularly and restart when the errors just keep cropping up.

When everything loads, then you just hit Save As, give your bundle a nice set-name with no special characters, compressorize it, remove (delete or just tuck away with your backups) the originals, and enjoy not having to subfolder as deeply. You may or may not want to include the mesh file in the bundle, in case of updates or edits-- but I always do, out of sheer inertia. I can always make new bundles.

This works for literally all Body Shop content. Clothes, hairs, skins, eyebrows, beards, makeup, Sims. You can also bundle Buy/Build content, though that requires an extra step-- which I recently learned from Sunni.

Buy and Build mode meshes can be bundled, but I'm forever fidgeting with the catalog sort and description, so I tend to leave them un-bundled. Also, meshes are the most likely things to get updated, so it might be best not to bundle them. Stick to Buy/Build recolors, which you probably have more of anyway. How do you do it?

Same as above, for Body Shop content, but once you've got your bundle built, click the Material Override (MMAT) line over in Resource Tree. Notice that everything has the same Instance Number, which means the game is only going to read one of your recolors. That's not great. Off to the far right, you should have a vertical tab that says Resource Actions. Click that sucker, select all the MMATs in the Resource List (by clicking somewhere in the Resource List and then hitting ctrl+a), and, in the list of Resource Actions, click Unique Instances. This gives all your bundled recolors unique Instance Numbers, meaning the game now sees them as separate things. Save and compressorize your package and remove the originals from your Downloads folder, because you're done.

This method works great for object recolors-- going through my Buy Mode folder and bundling the bigger recolor sets knocked me from 28,000 files to 20,000 and shaved two minutes off my start-up time (twelve minutes from start to neighborhood, 8.4 gigs of content, 7 gigs of RAM).

Bundling HomeCrafter content-- walls, floors, and terrains-- works just like Body Shop content. Bundling roof retextures takes unique instance numbers, but I'm still working out all the places they're needed. More on that when I get the correct catalog descriptions of my roofs back.

Since bundling clothes, walls, floors, hairs, makeup, terrains, and most (still not quite all) of my Buy/Build recolors, I have saved... uh, zero space in my Downloads folder-- I'm up to 8.42 gigs due to some recent downloading sprees-- but I still have 7 gigs of RAM and as of New Year's Day 2017, with Firefox, AIM, several Windows Explorer windows, MS Works, and a Notepad file open, I just loaded my game in six minutes flat, from clicking the icon to getting my neighborhood loaded.

Also, no matter how much content I bundle up for myself, no matter how much faster it makes my game load, I'm never going to release bundled packages (unless it's by special request or something). There's always one recolor (at least) in somebody else's bundle that I never use and can't stand, but it's bundled so it's not like I can go and just delete that recolor. After bundling, you're stuck.

Of special note with all bundled content, once bundled, you cannot then delete it in-game. Because then you delete your entire bundle, and stuff you use the in-game delete button in is not in your Recycling Bin-- it's just gone. This is, by the way, what happens if you use the in-game delete button on re-categorized Maxis content-- it deletes all the bundles that item's associated resources are in from the Program Files folders, meaning you have probably deleted a fair chunk of your Maxis content if not literally everything in that catalog mode, and now have to figure out what and from where so you can pull those files off the disk to fix your game.

So, basically, ignore the in-game delete button. It's for emergencies only, such as "This is the ugliest wall with the most useless title and description and I can't find the file anywhere!"

Date: 2013-01-25 09:09 pm (UTC)
From: (Anonymous)
AMAZING piece of info Hat!!! Thank you sooo much!!! I did not know a lot of this stuff (outside of clothing ~ of course! ;D ).

I would like to point out a small type-o tho: Way up top under AGE, you said, "Adult-Elder: 0x00000050". That number should actually be 18 instead of 50. 8 for the adult and 10 for the elder! ;)

Actually, I had been batting around doing something similar, but my knowledge would come NOWHERECLOSE to your's!!! It would have just been the clothing stuff, but I would have also added some sort of info on the BSOK (BodyShapeOrganizingKit). I LOVE THE BSOK!!!!!!!! lol It makes my life sooo much easier! :D

Anywho! Thanks again!!!

*HUGZ!*
Jeannie/G-Knee

Date: 2013-02-11 09:06 am (UTC)
From: (Anonymous)
Is it possible to use SimPE to make the sim that is in family bin into witch/warlock?

Date: 2013-01-26 05:49 pm (UTC)
curiousb: (Default)
From: [personal profile] curiousb
Thanks so much for taking the time to do this - it's a really useful reference! *bookmarking*

Date: 2013-01-29 09:20 pm (UTC)
cynnix: (Default)
From: [personal profile] cynnix
Thanks for this Hat! It will help keep things organized :)

Do you happen to have a mini tutorial on binning accessories as BV jewelry? I have all of the hats/crowns/helmets from TSM done as accessories and I want to offer both versions.

Date: 2013-01-29 10:03 pm (UTC)
From: [personal profile] leaths
You couldn't have posted this at a better time. I was just wishing I could move some pediments I downloaded from deco into the architecture tab, but I had no idea how to do it. Thanks for putting all this together!

Date: 2013-02-11 09:09 am (UTC)
From: (Anonymous)
Is it possible to use SimPE to make the sim that is in family bin into witch/warlock?

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Date: 2013-05-10 02:37 pm (UTC)
From: [identity profile] simsoversleep.livejournal.com
Thank you for taking the time to do this! Late comment is late, but I've only just got to the point where I have reason to use information like this. It's been really helpful!

Oh, and I (maybe?) have something useful to add - I'm meddling with the simpe values on a toddler mesh I edited. The shoe value is 6, and I noticed 6 isn't on your list, and it's not on the list on the milkshape tutorial I used either. But the maxis toddler onesie (the long sleeved footed pastel ones in the pyjama category) have 6 as their shoe value. So just to double check ... this means footed toddler onesies make their own sound, right? And changing that value will just change 'noise made when walking' and won't break stuff?

Date: 2014-02-23 03:20 am (UTC)
isbrealiomcaife: (Default)
From: [personal profile] isbrealiomcaife
I think you have the sexes backward.

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Date: 2014-02-27 08:41 am (UTC)
theseredshoes: (Default)
From: [personal profile] theseredshoes
Great tutorial! Some of the stuff I knew before, but never actually knew why and the details of it. And I didn't know how to pin stuff to expansion packs.

Also, jewelry binning! :D I love you for teaching my how to do this, all that jewelry in glasses was driving me up the wall.

One question though, since I couldn't find it on this tutorial. What does flag 0x00000009 mean? I have been defaulting stuff lately, and this came up a number of times.

ETA: Just remembered something you might want to add here: hairtone 00000006-0000-0000-0000-000000000000 sets the hair as custom however the hair only shows up in the change appearance screen in-game and never in bodyshop.

Umpteenth edit: Sorry for bothering you again lol, but you talked about pasting the value in property set editing, and I was wondering if that's actually doable? My simpe doesn't let me paste there, and I have to write the stuff that doesn't auto-correct by myself. It really is boring as all hell :(
Edited Date: 2014-02-27 12:29 pm (UTC)

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Date: 2014-03-09 05:46 pm (UTC)
From: [personal profile] lissasims
I knew how to change object prices and categories in SimPE, but I'd never considered adding separates to other categories, so thank you for posting this! I've been categorizing a lot of stuff as outerwear - for reference, Everyday and Outerwear is number 0x00001007. I was wondering if it's possible to recategorize stuff in Wardrobe Wrangler - it would be much easier to run a whole folder through at once. I'll try it (after backing up the clothing folders) and report if it works or not.

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Date: 2014-03-11 12:08 pm (UTC)
From: (Anonymous)
Thank you so much for this, it's incredibly useful info! One question, though: Do you know if it's possible to move floors to other categories? I'm thinking of moving an invisible floor to garden centre, because I only use it with Lethe's Victorian greenhouse, and it would be handy to have it in the same place as the rest of the pieces :)

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Date: 2014-03-27 04:07 pm (UTC)
From: (Anonymous)
Thank you very much for this guide Hat. It must have been a lot of work to write down all of this.
I'm trying to categorize and bin my entire downloads folder right now, so this guide is really useful.

I only have one question. You mentioned somewhere in the comments that you still use Theo's binning tool for SimPE.
I'd like to use it as well, since it has a bin for custom hairs (which CatOfEvilGenius' hair binner doesn't have).
Unfortunately, Theo's binning tool seems to be outdated, and refused to work with the newest version of SimPE, so I'm considering downloading an earlier version of SimPE just to be able to use it.
Which version do you use and have you encountered any problems? Could I bork something except for the files I'm trying to bin while using it (Numenor at MTS said it would be best to backup the entire "The Sims"-folder, this is making me nervous) ?

Date: 2014-06-17 06:56 pm (UTC)
ext_274063: (Default)
From: [identity profile] phoenixdaisy.livejournal.com
I was wondering, which Maternity buy/plan mods do you use? I have tried a couple, but never managed to find one (or a combination) that properly changed what was set as the actual maternity outfit, so pregnant sims always show up in the default maternity in my loading screens and while unplayed and visiting other lots rather than what I put them in.

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Date: 2015-04-12 12:50 pm (UTC)
From: (Anonymous)
OMG Hat, Thank You so much for these! With the help of this tutorial I moved some items, which always buuged me, to the architectural deco category in build mode! Free the deco misc and sculptures category! Yay!

Alraris

Date: 2015-10-20 08:41 am (UTC)
randomuncertainty: (Default)
From: [personal profile] randomuncertainty
This is possibly the most useful resource on the Internet for editing clothes and hair in SimPE!

By the way, isn't the hex value for Everyday+Swim supposed to be 0x000F, not 0x0008?

Date: 2016-01-15 12:05 am (UTC)
ext_945697: (Default)
From: [identity profile] shastakiss.livejournal.com
Hat! I have this tab open whenever I'm doing something CAS related, it's such a helpful useful detailed resource, thank you :)

Date: 2016-03-02 10:23 pm (UTC)
From: [personal profile] dianehanna
I'm reading with great interest the section about adding genetic values to skintones. You seem to have very many that you have assigned values. May I ask how you view the skins to determine which ones go where on your genetic line? I exported quite a few textures via SimPE, but can't find a good tool to use to shuffle them around. I hope I don't have to print one per page and manually move them up or down as I add new tones, but if that is the best way, so be it.

Thanks again for your very very informative thread.

Date: 2016-03-03 04:24 am (UTC)
From: [personal profile] dianehanna
Thanks for your quick response. I hadn't even thought of using Body shop to look at the skins. DUH. I understand everything you explained. I already listed all my skintones in excel, along with the defaults, and who was wearing them at the current time. Although I have about 100 skins in the game, only a very few are in use. I am playing a neighborhood in rotation for the first time, which I guess explains why I have had such a low birthrate up until now, when I only played one or two families at a time with aging off, until I had reached the end of my storyline.

Using Bodyshop to see all the skins in a row should really help with the fine tuning. The only thing I'm stumped on now is how to get a naked underwear.

As always, I appreciate your concise directions. You really have a gift for explaining things.


Date: 2016-03-05 10:40 pm (UTC)
From: [personal profile] dianehanna
One more question, then I promise to stop using you for my personal skintone consultant.

Do you assign genetic values to your showerproof skintones linked to custom bodyshapes? I think I saw a couple in your photobucket sample.

Flag 28 - 29

Date: 2016-12-08 01:42 pm (UTC)
From: (Anonymous)
Hello !

I'm ankoyume (you can see what I do there : http://modthesims.info/member.php?u=8337717 )

Your tuto is very useful and I couldn't get so far without it. However, I'm stuck for now because of a certain flag.
So, when I was looking for sewing outfits, I stepped upon the Flag 29. Do you know something about it ?
I can assume that it is the hidden flag for flag 28, but how does the game handle this flag 28 ? And what does it mean ?

Date: 2016-12-09 12:38 pm (UTC)
From: (Anonymous)
Thanks for your answer, I didn't know about the hair overlay. Perhaps it will help me understand it ? I'll keep trying and if I happen to get a clue about it, I'll tell you also.

Ankoyume.

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