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Mad Poster
#37526 Old 5th Aug 2026 at 5:34 PM
Quote: Originally posted by HugeLunatic
You can unlock an invisible fence already in game, so it won't count as cc.


I'm honestly struggling to remember the last time I got an answer that was exactly what I'd been hoping for to this crazy extent, and that it really was that easy to put into practice! Thank you so much!

Now I'll just have to make sure I don't use it elsewhere by mistake and lose track of it since it's invisible... I think it may be best to actually go back in and turn it off except in those rare instances where I actually need it at the end of a project...

Welcome to the Dark Side...
We lied about having cookies.
Mad Poster
#37527 Old 5th Aug 2026 at 6:04 PM
Quote: Originally posted by Zarathustra
I'm honestly struggling to remember the last time I got an answer that was exactly what I'd been hoping for to this crazy extent, and that it really was that easy to put into practice! Thank you so much!

Now I'll just have to make sure I don't use it elsewhere by mistake and lose track of it since it's invisible... I think it may be best to actually go back in and turn it off except in those rare instances where I actually need it at the end of a project...


Heh, I think that this is the exact reason that people make invisible OMSPs that are able to all be turned visible by just clicking on one.
Mad Poster
#37528 Old 5th Aug 2026 at 6:30 PM
Quote: Originally posted by Charity
Heh, I think that this is the exact reason that people make invisible OMSPs that are able to all be turned visible by just clicking on one.


I should find. Better than filling a room with stuck object removers to find a misplaced OMSP.

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too!
Forum Resident
#37529 Old 5th Aug 2026 at 7:03 PM
I posted a Long time ago, but is there a new link to a uber/megahood starting with the ancestors
Mad Poster
#37530 Old 6th Aug 2026 at 1:24 AM
Quote: Originally posted by jonasn
It obviously is not included. When time in grading period runs out, you have an exam that takes a certain amount of time, then you return from class interaction shortly after a new hour has started, and a new grading period is initialized at that point. Time will decrement only at the next hour.


I changed the hack to 45 hours (since exam seems to take 3), I'll see it it works

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too!
Mad Poster
#37531 Old 6th Aug 2026 at 4:36 AM
I believe the exam only takes two hours, actually. The sims are pushed to leave for the exam an hour before it starts, so they may be off-lot for a total of up to three hours, but the semester timer doesn't get to 0 until the exam actually starts, and then I believe it goes for only two hours after that point.
Mad Poster
#37532 Old 6th Aug 2026 at 4:37 PM
Oh yeah. I always make sure my Sims go off to exams early.

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too!
Mad Poster
#37533 Old 6th Aug 2026 at 9:42 PM Last edited by simmer22 : 7th Aug 2026 at 10:31 PM.
Quote: Originally posted by Charity
Heh, I think that this is the exact reason that people make invisible OMSPs that are able to all be turned visible by just clicking on one.


You mean, I can't do it the old-fashion way by hovering an object over an area and wait for it to stick to the invisible surface?

No, but seriously - these days I'm actually more in a "cheaty" mode - I enable shift for deco CC, so I only need OMSPs for objects that either don't have shift, or I need a spesific height that's not within the "standard" shiftable heights (0.1, 0.2... 0.9, 1.0...). I've also recently started to (if possible/necessary) change the height of tables to those standard heights, if I want them in other heights than the regular TS2 surfaces. It saves time spent on adding a gazillion slots, plus placement is easier when I don't have to run through all shiftable OMSPs to find one that works. Only downside is that shifted objects don't move with surfaces, plus they snap to surfaces/sims, but most of the time I can work around that.

(Actually serious - I have seen the mod that changes the OMSP visibility. Just haven't tried/used it.
Mad Poster
#37534 Old 7th Aug 2026 at 4:27 PM
Sometimes stuff on OMSPs mysteriously disappears too.
Forum Resident
#37535 Old 7th Aug 2026 at 4:34 PM
I think I already know the answer but does body shop take as long to load as the game does?
Top Secret Researcher
#37536 Old 7th Aug 2026 at 4:54 PM
My body shop loads in 34 seconds. The main game loads to CAS or another lot in about 90 seconds. It has more non-clothing objects to process.
Mad Poster
#37537 Old 7th Aug 2026 at 10:49 PM
Quote: Originally posted by deew1957
I think I already know the answer but does body shop take as long to load as the game does?


It does for me. It also doesn't appear on screen until a while has passed (I can see it in task manager). Probably slower than jonasn because my saves/downloads on a mechanical (spinning rust) drive.

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too!
Forum Resident
#37538 Old 7th Aug 2026 at 11:35 PM
Thank you both for your replies. I have been playing for many years and have accumulated many of a downioads. But I think I found my problem
Mad Poster
#37539 Old 8th Aug 2026 at 5:12 PM
Yeah, it depends on how much CAS CC you have.
Forum Resident
#37540 Old 8th Aug 2026 at 5:36 PM
Quote: Originally posted by Charity
Yeah, it depends on how much CAS CC you have.



Thank you. That was what I figured
Mad Poster
#37541 Old Yesterday at 1:02 AM
I found a funny default for faces; dog, ape, one eye, etc. It's supposed to also affect townies, etc. I created a hood with college, and some "Normal" non-playables I have gotten rid of ; but even with "no regeneration" mods normal "people" are being created by game. I've noticed that some of my mods seem to have stopped working. What to do??
Could have sworn I posted this before...

Stand up, speak out. Just not to me..
Mad Poster
#37542 Old Yesterday at 2:47 AM
Make sure you put them in the right place. Perhaps there's a load order problem?

Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
Lab Assistant
#37543 Old Yesterday at 8:14 AM
I have an OMSP that can either be entirely invisible, or be bright green in build/buy and invisible in live mode. I always leave it as green so I can find them when moving stuff around.
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