X-Men Mansion - Charles Xavier's School for Gifted Youngsters - NO CC
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SCREENSHOTS
I've put up a supervillain's "evil tower of evil darkness and evilness" already, but I haven't given you anything for your super-powered Sims who choose to fight for justice and for right- UNTIL NOW! Ladies and gentlemen, boys and girls, I present to you the X-Mansion, otherwise known as Charles Xavier's School for Gifted Youngsters! It took me a few more days to complete than I had hoped, so unfortunately "X-Men: Days of Future Past" has been out for a while already, but it still seems a fitting time to upload this particular creation. (and the new film doesn't really have much to do with the school anyways- still, go see it! It's good!)
The inspiration for this lot comes from all sorts of places, so I'll state right up front that if you're expecting a carbon copy of the school from the comics, you'll be disappointed. If you're expecting a clone of any of the mansions from the films, sorry, but you won't find one here. My goal with this was to create a lot that incorporated my favorite elements from all the different iterations of the building, as well as being useful for gameplay when it comes to your Sims. That last goal means that, since there aren't the traditional superpowers for Sims, I've tried to design a building that would cater to the various supernatural life-states (vampire, witch, PlantSim, and whatnot), and allow you to create your X-Men from among their ranks. I hope I've succeeded at all of these goals, though I leave that for you to judge.
I want to put pictures of the building as you'd see it in your game in the description, but with such a large building, and with so many different rooms, I also want to make sure I give you at least a little bit of an idea what I had in mind for things in my design (not to say that you shouldn't change things if you think them better suited for something else though!). To find a way to meet both goals, you'll find the floorplan shots early in the series of images for this lot, and you'll see that each floor (with the exception of the wide-angle shots of the 1st and 2nd floors) has red numbers marking each of the major rooms. (I figure you can probably tell what the hallways, bathrooms, and closets are for! )Bear with me, and I'll give you a quick rundown of what each key room on each level is intended for:
1st Floor:
1: Isolation Lab- Equipped with two of the Science career rewards, for analysis of various viruses, parasites, and of course, the intricacies of mutant genetics needed by superhero residents. The outer room is inaccessible, with the dead space and controlled ventilation being there to provide a sense of isolation.
2: PlantSim Recharge Room- A pool for filling the water need, and sunlamps for sunlight (duh), plus a collection of plants climbing the otherwise sterile walls of the Mansion's lower level, perfect for PlantSim mutants to escape to after a grueling mission.
3: Hospital- Really just lockers and beds done in a sterile, antiseptic style to provide the feel of a medical chamber- there is also the Medical career reward against the south wall.
4: CEREBRO- This room doesn't really do anything, but obviously no X-Mansion would be complete without it! I chose to make it appear active, since I like the effect of the stars and red waves on the floor, ceiling, and walls, but if you prefer an inactive version, just change them to metal or plastic tiles to your liking.
5: Surveillance Room- Lined with TVs for monitoring the world's broadcasts, this room also contains the Law Enforcement and Intelligence career rewards on the countertops, and two Show Business rewards in the corners, for those missions that require your mutant Sims to be in disguise.
6: Holding Cell- Inspired by Magneto's plastic prison, though obviously on a much smaller scale, this room is isolated like the lab mentioned above, and includes the Criminal career reward, though if you prefer a cell for various captured supervillains, just delete it (and maybe the door alongside it!)
7: Cleanroom/Isolation Lab Access- This room has sinks, lockers, and showers so that your Sims can ensure a sterile environment when they're working in the isolation lab.
8: Garage- Exactly what it sounds like, with a variety of cars for the different personalities of your X-Men- it's worth noting though, that this is the only major basement room that can be accessed by the public- everything else is reached by the elevator, which you will find hidden upstairs in the Headmaster's Office.
9: Danger Room- Again, this room doesn't really do anything, but I wanted my X-Mansion to have one! I tried a few "active" versions, but eventually decided that I liked the effect of the glowing tiles and projected lights better- it feels appropriately holographic, and it should provide plenty of space for your mutant Sims to practice their abilities!
2nd Floor:
1: Greenhouses- Whether you use these for a biology or gardening class, or for your PlantSim mutants to cultivate various special plants, these greenhouses should provide you with ample space.
2: Study Hall- Desks, bookcases, and banks of computers should provide your student Sims with all the resources they need for their studies.
3: History Classroom- Desks, various "historical" artworks and sculptures, and a Politics career reward podium at the front of the classroom for the teacher to use.
4: Teacher's Office- One of three staff offices, this provides all the resources you'd expect to find in any private school office, and not really anything else. Professor X is the only one with a "special" office, as you'll see.
5: Kitchen- Once again, this is exactly what it sounds like- a kitchen with enough appliances and counter space to allow a large household to function around one another with ease.
6: Elementary Classroom- a school room for your younger mutant Sims, this classroom has the desks and Politics reward like any other, but is decorated with brighter colors and less serious art, as well as the requisite guinea pig cage for the class pet.
7: Mess Hall- A dining room with space for a full household plus a few guests, there really isn't anything more to say about this room.
8: Entry Hall- Whether your Sims will be smart enough to use it or not, this room is the "official" entrance to the Mansion, and also serves as a two-story high stairwell.
3rd Floor:
1: Recreation Room- In addition to the interior staircase that leads to the dormitory hallway, this room has stereo equipment, a TV, games, and couches for your student Sims to enjoy during the time they're not in class or in bed.
2: Basement Access- This room is hidden behind the revolving bookcase in the office next door- it has storage lockers and access to the elevator leading to the restricted areas of the Mansion.
3: Headmaster's Office- Whether you create a Charles Xavier to run your school or not, this office should serve your headmaster nicely- a wall of bookcases, a view of the grounds, and a hidden door that leads to the X-Men headquarters portion of the building are all to be found here.
4: Art Classroom- This small classroom has several artist's easels, as well as a variety of arts and crafts supplies for your artistically inclined students to make use of. I debated putting in the Artist career reward camera, but decided not to- if you think I was wrong, it would fit in this room quite well.
5: Teacher's Private Bedroom- This smaller bedroom is designed to give one of your single teachers a place to escape from the concerns of their students and work for a few hours.
6: Science Classroom- I like this one: several steel countertops with ventilation hoods take the place of desks, and at the back of the room is a biology cooler (OK, yes, it's a flower crafting station, forgive me!) and an aquatic environment tank. Along the walls sit a few of the Slacker career rewards for the study of hydroponic gardening, and of course, the Politics career reward is at the head of the classroom for the professor to lecture from.
7: Headmaster's Suite- Also room for a spouse, if your headmaster happens to be married, this larger suite gives your school's head a place of sanctuary, as well as access to a private balcony with a small telescope. Both teacher's suites share a full bathroom located on the hall between them, and if you have just two teachers, you can actually make the entire area private by locking one of the double doors to the hallway so that only one of them may enter, and doing the same for the other teacher with the other door. (just a suggestion)
4th Floor:
1: Girls' Dormitory- 3 single beds, access to a private bathroom, and closet space are all to be found here. With both dorms, I tried to make them appear lived-in, so you'll also find gender-stereotypical posters on the walls, as well as clothing strewn about the floor (teenage Sims can cause a mess no matter their superpowers! )
2: Boys' Dormitory- Again, 3 beds, a bathroom, and a closet, and the stereotyped decorations are present in this room. Both dormitories are also entered by means of the gender-specific doors, just so that you won't have quite so much trouble keeping everyone where they're supposed to be when quiet hours roll around!
3: Library- Pretty much what it sounds like- an extensive scholar's library, complete with reading nooks, research desks, and two Education career reward bookshelves in the rear turret.
4: Music Hall- A carpeted room designed for performances by students, staff, or visiting performers, this room contains a concert grand piano and seating for a large audience.
5: Staff Office- Located off the library, you can treat this as a librarian's office if you like, or else just another staff member's official space. It's once again really just the things you'd expect to find in any private school office- nothing special here.
5th Floor:
1: HQ Space Access- Just in case your X-Men happen to need to restrict and control access to the roof, for whatever reason, say, weather control, or something.
2: Private Rooftop- A large open space for whatever superheroic pursuits your X-Men have that require them to be out under the sky.
3: Storage- There's actually a couple rooms like this scattered about the Mansion- they'll just have lockers and tools and various supplies in them. There's really very little reason why your Sims would ever actually need to use them, so feel free to repurpose them if you wish.
4: Main Balcony/Astronomy Class- This side of the rooftop is accessible from the public areas of the Mansion, and has a collection of high-powered telescopes for your Sims to use as an informal Astronomy classroom.
5: Vampire's Chamber- As I tried to create this lot to provide for all the different life states available in TS2, this room is isolated behind another revolving bookcase, and contains a coffin for vampiric students or staff to make use of.
6: Upper Lounge- Just a small reading nook with access to the bookcase leading to the Vampire's room.
OK, that took a while, but now you should have at least some idea what each area of this X-Mansion is intended for. I don't think the bits that I left unlabeled really need any explanation- they're just bathrooms or corridors on the inside, and the outside is mostly gardens, with the obvious helipad, swimming pool, and soccer (or football, for those of you whose names for sports actually make sense) pitch being found here as well. Since the gardens are so extensive that even a hired gardener and butler together might have trouble keeping them watered, there are sprinkler systems that should cover all the areas that need them. These were the last thing I added to the lot, so you won't see them in the perspective screenshots, but the floorplan views show the areas covered, and also will allow you to remove them if you get tired of them breaking or putting such strain on your graphics. Since the lot is so large, I also have done my best to make sure that your Sims will never have a reason to need to circle around to the back (leaves shouldn't accumulate on the hills, and there are no interactable objects back there). If you find your Sims foolishly circling the entire Mansion for some reason though, just put a few stairways in various discreet places around the foundation.
One of the things I tried to do with this lot was keep things concentrated in logical areas- ergo, nearly all the superhero rooms are in the basement, with limited access, while the "building" portion on top is virtually all dedicated to the school and residential aspects. While this seems to work fairly well, it also had another result that may be of interest to some of you- it would be relatively simple to remove all the superheroic portions of the building, and leave the school itself largely untouched. For that reason, I wouldn't be hesitant about recommending this lot to those of you who just want an elite boarding school for a "normal" neighborhood as well. As long as you keep the enrollment limited to kids of the very wealthy, even the fact that there's a helipad is not too unrealistic! (Of course, I also tried to keep the building as "normal" looking as I could, so even in a non-supernatural neighborhood, it shouldn't look out of place. I actually am very pleased with how this lot ended up looking, both in the lot view, as well as the neighborhood.
Of course, as with most of my lots, this ended up being a LOT bigger than I had originally intended. The total value here is over $1,000,000, and while most of the areas you'll use most often are on the first few levels, it does extend upwards for many stories. On the other hand, all my lots also make no use of CC in their design, so as long as you have all the EPs and SPs (and yes, sorry, but I'm virtually certain it does use all of them), you won't have to worry about finding anything else.
As far as lot placement goes, this school is best placed in a suburban neighborhood, ideally a rather well-off one. While I assume that most of you, like me, would play adults on this lot as staff, I would also suggest ensuring that you have enough of an income here to hire all the staff you can. Staff or not, I have a hunch that most of you get tired directing your playables to garden and clean constantly!
This lot may play slowly due to its size, but my computer is far from being the fastest one out there, so it shouldn't be TOO slow for most of you! Finally, as always, if you run into any major issues in playing this lot, please don't hesitate to let me know, and I'll do my best to fix them!
I hope you and your mutant Sims enjoy this lot! Have fun with it!
Lot Size: 5x6
Lot Price: $1,004,657
Additional Credits:
Credit to Marvel comics for the original idea as well as many design inspirations, to 20th Century Fox for their various film interpretations, and to my comic-book fan friends for putting up with my incessant questions on what the X-Men should have at their disposal! Thanks also to Sophie-David for the creation unlocking the career and aspiration rewards for lots like this- it really adds a lot to several of the rooms!
The inspiration for this lot comes from all sorts of places, so I'll state right up front that if you're expecting a carbon copy of the school from the comics, you'll be disappointed. If you're expecting a clone of any of the mansions from the films, sorry, but you won't find one here. My goal with this was to create a lot that incorporated my favorite elements from all the different iterations of the building, as well as being useful for gameplay when it comes to your Sims. That last goal means that, since there aren't the traditional superpowers for Sims, I've tried to design a building that would cater to the various supernatural life-states (vampire, witch, PlantSim, and whatnot), and allow you to create your X-Men from among their ranks. I hope I've succeeded at all of these goals, though I leave that for you to judge.
I want to put pictures of the building as you'd see it in your game in the description, but with such a large building, and with so many different rooms, I also want to make sure I give you at least a little bit of an idea what I had in mind for things in my design (not to say that you shouldn't change things if you think them better suited for something else though!). To find a way to meet both goals, you'll find the floorplan shots early in the series of images for this lot, and you'll see that each floor (with the exception of the wide-angle shots of the 1st and 2nd floors) has red numbers marking each of the major rooms. (I figure you can probably tell what the hallways, bathrooms, and closets are for! )Bear with me, and I'll give you a quick rundown of what each key room on each level is intended for:
1st Floor:
1: Isolation Lab- Equipped with two of the Science career rewards, for analysis of various viruses, parasites, and of course, the intricacies of mutant genetics needed by superhero residents. The outer room is inaccessible, with the dead space and controlled ventilation being there to provide a sense of isolation.
2: PlantSim Recharge Room- A pool for filling the water need, and sunlamps for sunlight (duh), plus a collection of plants climbing the otherwise sterile walls of the Mansion's lower level, perfect for PlantSim mutants to escape to after a grueling mission.
3: Hospital- Really just lockers and beds done in a sterile, antiseptic style to provide the feel of a medical chamber- there is also the Medical career reward against the south wall.
4: CEREBRO- This room doesn't really do anything, but obviously no X-Mansion would be complete without it! I chose to make it appear active, since I like the effect of the stars and red waves on the floor, ceiling, and walls, but if you prefer an inactive version, just change them to metal or plastic tiles to your liking.
5: Surveillance Room- Lined with TVs for monitoring the world's broadcasts, this room also contains the Law Enforcement and Intelligence career rewards on the countertops, and two Show Business rewards in the corners, for those missions that require your mutant Sims to be in disguise.
6: Holding Cell- Inspired by Magneto's plastic prison, though obviously on a much smaller scale, this room is isolated like the lab mentioned above, and includes the Criminal career reward, though if you prefer a cell for various captured supervillains, just delete it (and maybe the door alongside it!)
7: Cleanroom/Isolation Lab Access- This room has sinks, lockers, and showers so that your Sims can ensure a sterile environment when they're working in the isolation lab.
8: Garage- Exactly what it sounds like, with a variety of cars for the different personalities of your X-Men- it's worth noting though, that this is the only major basement room that can be accessed by the public- everything else is reached by the elevator, which you will find hidden upstairs in the Headmaster's Office.
9: Danger Room- Again, this room doesn't really do anything, but I wanted my X-Mansion to have one! I tried a few "active" versions, but eventually decided that I liked the effect of the glowing tiles and projected lights better- it feels appropriately holographic, and it should provide plenty of space for your mutant Sims to practice their abilities!
2nd Floor:
1: Greenhouses- Whether you use these for a biology or gardening class, or for your PlantSim mutants to cultivate various special plants, these greenhouses should provide you with ample space.
2: Study Hall- Desks, bookcases, and banks of computers should provide your student Sims with all the resources they need for their studies.
3: History Classroom- Desks, various "historical" artworks and sculptures, and a Politics career reward podium at the front of the classroom for the teacher to use.
4: Teacher's Office- One of three staff offices, this provides all the resources you'd expect to find in any private school office, and not really anything else. Professor X is the only one with a "special" office, as you'll see.
5: Kitchen- Once again, this is exactly what it sounds like- a kitchen with enough appliances and counter space to allow a large household to function around one another with ease.
6: Elementary Classroom- a school room for your younger mutant Sims, this classroom has the desks and Politics reward like any other, but is decorated with brighter colors and less serious art, as well as the requisite guinea pig cage for the class pet.
7: Mess Hall- A dining room with space for a full household plus a few guests, there really isn't anything more to say about this room.
8: Entry Hall- Whether your Sims will be smart enough to use it or not, this room is the "official" entrance to the Mansion, and also serves as a two-story high stairwell.
3rd Floor:
1: Recreation Room- In addition to the interior staircase that leads to the dormitory hallway, this room has stereo equipment, a TV, games, and couches for your student Sims to enjoy during the time they're not in class or in bed.
2: Basement Access- This room is hidden behind the revolving bookcase in the office next door- it has storage lockers and access to the elevator leading to the restricted areas of the Mansion.
3: Headmaster's Office- Whether you create a Charles Xavier to run your school or not, this office should serve your headmaster nicely- a wall of bookcases, a view of the grounds, and a hidden door that leads to the X-Men headquarters portion of the building are all to be found here.
4: Art Classroom- This small classroom has several artist's easels, as well as a variety of arts and crafts supplies for your artistically inclined students to make use of. I debated putting in the Artist career reward camera, but decided not to- if you think I was wrong, it would fit in this room quite well.
5: Teacher's Private Bedroom- This smaller bedroom is designed to give one of your single teachers a place to escape from the concerns of their students and work for a few hours.
6: Science Classroom- I like this one: several steel countertops with ventilation hoods take the place of desks, and at the back of the room is a biology cooler (OK, yes, it's a flower crafting station, forgive me!) and an aquatic environment tank. Along the walls sit a few of the Slacker career rewards for the study of hydroponic gardening, and of course, the Politics career reward is at the head of the classroom for the professor to lecture from.
7: Headmaster's Suite- Also room for a spouse, if your headmaster happens to be married, this larger suite gives your school's head a place of sanctuary, as well as access to a private balcony with a small telescope. Both teacher's suites share a full bathroom located on the hall between them, and if you have just two teachers, you can actually make the entire area private by locking one of the double doors to the hallway so that only one of them may enter, and doing the same for the other teacher with the other door. (just a suggestion)
4th Floor:
1: Girls' Dormitory- 3 single beds, access to a private bathroom, and closet space are all to be found here. With both dorms, I tried to make them appear lived-in, so you'll also find gender-stereotypical posters on the walls, as well as clothing strewn about the floor (teenage Sims can cause a mess no matter their superpowers! )
2: Boys' Dormitory- Again, 3 beds, a bathroom, and a closet, and the stereotyped decorations are present in this room. Both dormitories are also entered by means of the gender-specific doors, just so that you won't have quite so much trouble keeping everyone where they're supposed to be when quiet hours roll around!
3: Library- Pretty much what it sounds like- an extensive scholar's library, complete with reading nooks, research desks, and two Education career reward bookshelves in the rear turret.
4: Music Hall- A carpeted room designed for performances by students, staff, or visiting performers, this room contains a concert grand piano and seating for a large audience.
5: Staff Office- Located off the library, you can treat this as a librarian's office if you like, or else just another staff member's official space. It's once again really just the things you'd expect to find in any private school office- nothing special here.
5th Floor:
1: HQ Space Access- Just in case your X-Men happen to need to restrict and control access to the roof, for whatever reason, say, weather control, or something.
2: Private Rooftop- A large open space for whatever superheroic pursuits your X-Men have that require them to be out under the sky.
3: Storage- There's actually a couple rooms like this scattered about the Mansion- they'll just have lockers and tools and various supplies in them. There's really very little reason why your Sims would ever actually need to use them, so feel free to repurpose them if you wish.
4: Main Balcony/Astronomy Class- This side of the rooftop is accessible from the public areas of the Mansion, and has a collection of high-powered telescopes for your Sims to use as an informal Astronomy classroom.
5: Vampire's Chamber- As I tried to create this lot to provide for all the different life states available in TS2, this room is isolated behind another revolving bookcase, and contains a coffin for vampiric students or staff to make use of.
6: Upper Lounge- Just a small reading nook with access to the bookcase leading to the Vampire's room.
OK, that took a while, but now you should have at least some idea what each area of this X-Mansion is intended for. I don't think the bits that I left unlabeled really need any explanation- they're just bathrooms or corridors on the inside, and the outside is mostly gardens, with the obvious helipad, swimming pool, and soccer (or football, for those of you whose names for sports actually make sense) pitch being found here as well. Since the gardens are so extensive that even a hired gardener and butler together might have trouble keeping them watered, there are sprinkler systems that should cover all the areas that need them. These were the last thing I added to the lot, so you won't see them in the perspective screenshots, but the floorplan views show the areas covered, and also will allow you to remove them if you get tired of them breaking or putting such strain on your graphics. Since the lot is so large, I also have done my best to make sure that your Sims will never have a reason to need to circle around to the back (leaves shouldn't accumulate on the hills, and there are no interactable objects back there). If you find your Sims foolishly circling the entire Mansion for some reason though, just put a few stairways in various discreet places around the foundation.
One of the things I tried to do with this lot was keep things concentrated in logical areas- ergo, nearly all the superhero rooms are in the basement, with limited access, while the "building" portion on top is virtually all dedicated to the school and residential aspects. While this seems to work fairly well, it also had another result that may be of interest to some of you- it would be relatively simple to remove all the superheroic portions of the building, and leave the school itself largely untouched. For that reason, I wouldn't be hesitant about recommending this lot to those of you who just want an elite boarding school for a "normal" neighborhood as well. As long as you keep the enrollment limited to kids of the very wealthy, even the fact that there's a helipad is not too unrealistic! (Of course, I also tried to keep the building as "normal" looking as I could, so even in a non-supernatural neighborhood, it shouldn't look out of place. I actually am very pleased with how this lot ended up looking, both in the lot view, as well as the neighborhood.
Of course, as with most of my lots, this ended up being a LOT bigger than I had originally intended. The total value here is over $1,000,000, and while most of the areas you'll use most often are on the first few levels, it does extend upwards for many stories. On the other hand, all my lots also make no use of CC in their design, so as long as you have all the EPs and SPs (and yes, sorry, but I'm virtually certain it does use all of them), you won't have to worry about finding anything else.
As far as lot placement goes, this school is best placed in a suburban neighborhood, ideally a rather well-off one. While I assume that most of you, like me, would play adults on this lot as staff, I would also suggest ensuring that you have enough of an income here to hire all the staff you can. Staff or not, I have a hunch that most of you get tired directing your playables to garden and clean constantly!
This lot may play slowly due to its size, but my computer is far from being the fastest one out there, so it shouldn't be TOO slow for most of you! Finally, as always, if you run into any major issues in playing this lot, please don't hesitate to let me know, and I'll do my best to fix them!
I hope you and your mutant Sims enjoy this lot! Have fun with it!
Lot Size: 5x6
Lot Price: $1,004,657
Additional Credits:
Credit to Marvel comics for the original idea as well as many design inspirations, to 20th Century Fox for their various film interpretations, and to my comic-book fan friends for putting up with my incessant questions on what the X-Men should have at their disposal! Thanks also to Sophie-David for the creation unlocking the career and aspiration rewards for lots like this- it really adds a lot to several of the rooms!
Filename | Size | Downloads | Date | |||||
Xavier's School for the Gifted.zip
Size: 3.77 MB · Downloads: 4,889 · 31st May 2014 |
3.77 MB | 4,889 | 31st May 2014 | |||||
For a detailed look at individual files, see the Information tab. |
Key:
- - File was updated after upload was posted
Install Instructions
Basic Download and Install Instructions:
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. Install: Double-click on the .sims2pack file to install its contents to your game. The files will automatically be installed to the proper location(s).
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. Install: Double-click on the .sims2pack file to install its contents to your game. The files will automatically be installed to the proper location(s).
- You may want to use the Sims2Pack Clean Installer instead of the game's installer, which will let you install sims and pets which may otherwise give errors about needing expansion packs. It also lets you choose what included content to install. Do NOT use Clean Installer to get around this error with lots and houses as that can cause your game to crash when attempting to use that lot. Get S2PCI here: Clean Installer Official Site.
- For a full, complete guide to downloading complete with pictures and more information, see: Game Help: Downloading for Fracking Idiots.
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Packs Needed
Other Information
Number of bedrooms:
– 5 or more
Custom Content Included:
– None
: No Custom Content included
Furnishings:
– Fully Furnished
: Lot is completely decked out in furnishings
Special Flags:
– Not Applicable
Tags
Packs Needed
Base Game | |
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Sims 2 |
Expansion Pack | |
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University | |
Nightlife | |
Open for Business | |
Pets | |
Seasons | |
Bon Voyage | |
Free Time | |
Apartment Life |
Stuff Pack | |
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Glamour Life | |
Celebration | |
H&M Fashion | |
Teen Style | |
Kitchen & Bath | |
Ikea Home | |
Mansion and Garden |
About Me
Sims? What are Sims? I almost always just use this game to create buildings!
You might call me a CC-atheist. While I'll use every cheat code in the book, I won't use anything that Maxis didn't ship with the game in one fashion or another. Ergo, you can rest assured that all my lots are CC-free.
Some creators describe themselves as constantly juggling projects. I suppose I do that too, except I'm really really bad at juggling, so I just throw lots of projects as high as I can, and sometimes forget all about them until they come crashing down on my head!
I won't *exactly* do requests, but since I pivot from lot to lot constantly, if there's a place you hope to see from me, there's a good chance that I've already started it! I make no promises, but feel free to ask about lots you want to see- you might inspire me to finish something!
My lots are my own work- I put a lot of effort into them, so have fun with them, use them for storytelling or making Sim movies, but please don't reupload them, in whole or in part, anywhere, including here on MTS!
One day I will rule the world with an iron fist and all will kneel before me.
You might call me a CC-atheist. While I'll use every cheat code in the book, I won't use anything that Maxis didn't ship with the game in one fashion or another. Ergo, you can rest assured that all my lots are CC-free.
Some creators describe themselves as constantly juggling projects. I suppose I do that too, except I'm really really bad at juggling, so I just throw lots of projects as high as I can, and sometimes forget all about them until they come crashing down on my head!
I won't *exactly* do requests, but since I pivot from lot to lot constantly, if there's a place you hope to see from me, there's a good chance that I've already started it! I make no promises, but feel free to ask about lots you want to see- you might inspire me to finish something!
My lots are my own work- I put a lot of effort into them, so have fun with them, use them for storytelling or making Sim movies, but please don't reupload them, in whole or in part, anywhere, including here on MTS!
One day I will rule the world with an iron fist and all will kneel before me.