Abort Bed Making:
 
Tired of Sims suddenly going into an obsessive-compulsive bed-making spree that
you can't stop even if you X it out well before they get to the bed because
they suddenly got this pointless urge from across the room? This hack makes
"Make Bed" abortable like everything else, so if you X it out before they
begin, the behavior will cease. No longer will your Sims waste an hour making
the bed and miss work. Who the hell actually does this, anyway? You're just
gonna sleep in it again.
Added: Sims will no longer automatically queue-as-continuation "make bed" if
their queue already contains other actions.

Anti-Baby-Lecture:

Sims will no longer drop their entire queue and clip through their chairs to
lecture or yell at babies(or anyone else) when somebody soils themselves. The
lecturing and shouting will only be permitted when they aren't doing anything
already.

Anti Business Decay:

Businesses no longer steadily become worthless as long as you check in.

Anti-Foodnapping:

Sims will not consider foodnapping until energy is lower (-75 -> -85). Odds of
foodnapping proportionately adjusted upwards (25 -> 40), but sims will not
attempt to foodnap if hunger is low enough that foodnapping can be fatal.

Anti-Redundancy:

Eliminates spawning of unnecessary redundant NPCs. Should only spawn one per
type, more only if needed because the first is unavailable. All spawned NPCs
should be equally accessible instead of just the first 3.

Anti-Watch Out:

Sims no longer "WATCH OUT!" for unmanned vehicles. Only manned vehicles will
shoo sims off driveways.

Anti-Weather Reaction:

Sims no longer woken up in middle of night or queuestomped to gawk at weather.

Asp Recharge:

1. Noodlesoother, Thinking Cap, Energizer, and Love Tub are now rechargeable,
   so you don't have to go into buy mode to dispose of used ones. The cost to
   recharge is proportional to how much has been used. The drop behavior of the
   hats has also been tweaked slightly so Sims preferentially favor surfaces
   in the room, rather than dropping them on the kitchen counter and blocking
   the food preparation because the counter was deemed "closer" on account of
   being on the opposite side of the wall.
2. Sims no longer autonomously barge into your special tub, wasting its charge.
   They should only enter if you tell them to, or ask someone to join.
3. Used Noodlesoothers and TCs can be disposed of if you do not wish to
   recharge them, such as if you have too many or you're putting them on
   community lots.

Authorized Personnel Only:

Buy it from Misc Electronics and plant it upon a wall.

This object can be bought and placed in any room, inside or outside, upon a
wall. Once in the game, you can set its security preferences by programming the
allow, deny, and override settings for various classes of people.

I. DENY/PERMIT/LOCKDOWN SETTINGS
   1. VISITORS
      All visiting, non-NPC, non-resident sims are denied. If on a community,
      this affects all of the naturally occurring wandering visitors, but not
      the Sims you control (or invited - seperate Maxis bug).
   2. HOSTILES
      This category includes all malicious NPCs: A social worker coming to steal
      your children, and the burglar are all hostiles. Note that a
      burglar is reclassified to EMERGENCY if he has been arrested, and to
      SERVICES if he is coming to purchase the virus (although we do not know
      how this can happen normally). All NPCs which are invited by phone are
      considered visitors for the duration of that visit. Some Social Workers
      can walk through walls and are not affected as a result.
   3. DISRUPTIVE
      This category consists of hired workers that perform disruptive
      activities if allowed to wander too freely around the base. This
      category currently includes only the Nanny and Evil Mascot.
   4. TOURISTS
      This category consists of NPCs who are touring the base and can become
      stuck on certain types of objects if allowed to wander into them. Members
      of this class include the Headmaster and the Boss(disabled scenario), as
      well as all the non-service-related University NPCs like the Cheerleader,
      Professors, and Mascot(Llama).
   5. SERVICE
      This category consists of NPCs that are hired to perform services on the
      base. Members of this class include the Gardener, Repairman, Maid,
      Pizza, Newspaper, and Grocery Deliverypersons, Bartender, Postal Worker,
      Social Worker (when delivering an adopted child), Burglar(when purchasing
      the virus), the Cashier, and the Chinese Deliverator.
   6. EMERGENCY
      This category consists of emergency personnel: Firefighters, Police
      Officers, the Burglar(when arrested), and the Exterminator.
   7. MISCELLANEOUS
      This category consists of NPCs not otherwise recognized presently.
      No members are currently classified as such as of this edition. Any
      custom NPCs created in other hacks, or NPCs added in expansion packs
      not supported, may be classified in this category.
   8. AUTONOMOUS
      This category consists of resident controllable sims that are not
      performing a user-priority interaction or greater. Also includes, or
      perhaps *specifically* includes, Sims trying to puke.
   9. BABIES
      This category includes all babies and toddlers. While babies are not
      normally mobile, should a baby somehow acquire the ability to move while
      still being classified as a baby, it will be prevented from entering.
      Toddlers will be unable to pass through this setting.
   A. CHILDREN
      This category includes all Sims of the "Child" age stage.
   B. TEENS.
      This category includes all Sims of the "Teen" age stage.
   C. ADULTS:
      This category includes all Sims of the Adult and Elder age stages.
   D. PASS-THROUGH
      This category includes everyone, regardless of anything else, who is
      routing to a destination that is not within the room itself. It has no
      effect on Death Mode and is not applicable in Lockdown Mode. Anyone who
      is attempting to navigate to a point or object not within the room itself
      will be denied access to enter this room. Set this on your bathroom if
      your sims insist on trying to route through the bathroom, then being
      unable to pass through because somebody's legs are in the way: The
      room will then be rendered invalid for pass-through routing and sims will
      always go around unless they are attempting to go into the room itself.
   E. EVERYONE
      Everyone not classified as UNTOUCHABLE is a member of this category. If
      this setting is set, nobody may pass through this door when the lock is
      engaged, and everyone will be denied access.
   F. EMPLOYEES
      OFB Owned Business Employees. Anyone employed at the current business,
      including the owner if the lot is being visited by a third party.
   10. ANIMALS
      Pets and other sim-animals. Does not include object-based animals.
   11. UNTOUCHABLE
      This category includes the Social Bunny, Therapist, Ghosts, the Repo Man,
      and the Grim Reaper. This category is always able to pass through due to
      their non-corporeal, imaginary, or unstoppable/game-critical nature.

   In all cases, the most restrictive setting applies: A Maid is classified as
   "SERVICE", "ADULTS", and "EVERYONE", for instance. DENY disallows that class
   of people from passing through locked doors. PERMIT removes a previously set
   DENY. LOCKDOWN sets DENY on the entire base, even in rooms without a panel.
   A HOSTILE deny lockdown is automatically triggered, as well as the intruder
   alert, if a hostile burglar is detected.

II. LOCK/UNLOCK ROOM/ALL
    This command engages or disengages the door locking for the room, or all
    configured rooms. Unless the room is locked, people who are set for DENY
    will still be able to pass through the doors.

III. DEATH FIELD
    This command engages or disengages the Death Field. All Sims set for "DENY"
    will be killed if they walk into or out of the room. This option is not
    available on community lots.

IV. ADD/CLEAR OVERRIDE
   This command adds a specific Sim present on the lot to the OVERRIDE list,
   or removes a previously set OVERRIDE. Sims set for OVERRIDE may pass
   through all doors locked by this system on the lot regardless of permission
   settings.

V. INTRUDER ALERT
   Activates or deactivates the alarm. All sims present in a room with a panel
   will be awakened by the alarm. Lockdown will not auto-change when the alarm
   has been sounded.    A HOSTILE deny lockdown is automatically triggered, as
   well as the intruder alert, if a hostile burglar is detected.

AutoSoc:

Adds "automatic socializing" to your sims: To use, either click on
the target sim and choose "Macro.../Socialize", or if holding a party,
click on your sim and choose "Macro.../Socialize Friends". Must be seen
to be believed. Individual Socialize includes "Good" or "Bad". You decide!

AutoYak:

Adds the following calling features to your phone:

I. CALL FRIENDS:
    Automatically picks and chooses existing friends and calls until relations
    are repaired. Will not appear if you lack any friends in need of calling or
    if nobody is available to be called (at work/school, too late, etc.)

II. CALL ENEMIES:
    Automatically picks and chooses existing disliked sims to harass until
    relations bottom out (unilateral). Will not appear if you have nobody you
    dislike or nobody can be harassed at this time (too early, not home).

III. CALL FAMILY:
    Presents a dialog of family members looked up in the phonebook, including
    those you haven't personally met yet: Useful for introducing sims to their
    relatives without ridiculous amounts of shuffling between lots. Will not
    appear if there are no relatives with STR < 95: Use "Call Friends" instead.

Baby Control:

Are you tired of your sim's inept baby-care skills? Here is something new and
more awesome: It tells your sims how to do it instead. When combined with the
anti-harassment package, it is truly awesome. More awesome than YOU, anyway.
Family members of the baby, or nannies, will be directed to take care of the
babies as needed. Whether you're just inept, or merely lazy, the eye in the
sky has got you covered.

I. PROCESS BABIES/TODDLERS IGNORE/MANAGE
    Enables or disables the management of babies or toddlers.

II. PROCESS BOTTLES IGNORE/DISPOSE/DISINTEGRATE
    Decides what you want to do with used bottles: Ignore them and let you deal
    with them yourself, instruct a sim to dispose of it, or vaporize them as if
    you went to buy mode and deleted them.

III. OPTION: LOBOTOMIZE NANNY ON/OFF
    Enables or disables a lobotomy-equipped nanny's standard baby care loops.
    If the nanny is lobotomized it will spend its paid time wandering around
    your lot doing autonomous visitor crap until the baby controller directs it
    to perform child care. If not-lobotomized, it will harass your children as
    normal. See description of Lobotomy Package for details.

IV. OPTION: MANUAL OVERRIDE ON/OFF
    If the override is enabled, the baby or toddler will not be directed to do
    anything while it is selected, or a valid selected caregiver is present in
    the room with it, allowing you to perform a manual interaction without
    being interrupted.

V. ALWAYS SMART MILK ON/OFF
    If this option is enabled, toddlers will preferentially always be fed smart
    milk, in hopes of triggering the smart milk emitter bug which sometimes
    causes them to retain the skill bonus into childhood, or maybe because you
    just like doing it.

VI. WARNING BOX ON/OFF
    If this option is enabled, a warning dialog will appear once per half-hour
    if a baby requires attention but its relatives are all busy.

VII. EMERGENCY STOP/RESUME
    If the emergency stop is chosen, all baby controller options are suspended
    until resumed. Useful if the controller has gone berserk or you have
    other big plans in mind.

Bandatron Move Fix:

Ever try to visit another owned lot with a Fun Bandatron (ticket machine), only
to be told, "You can't do anything unless you sign in first", and then, upon
attempting to actually *GO* to the bandatron so you can sign in, are
immediately told, "You can't do anything unless you sign in first", apparently
meaning you can't go sign in unless you sign in first? It's a very annoying
catch-22. This makes it possible to actually *GO* to the ticket machine so you
can sign in!

Bathroom Uses You:

Are you tired of Sims using the bathroom all at once, causing bathroom pileups?
Well, in Soviet Russia, you don't use bathroom: Bathroom uses YOU! Handles many
configurations of bathroom, including single toilet + shower and multiple stall
toilets + seperate shower rooms, or stall toilets + communal shower room.
Accepts room-only and radial device search modes. Compatible with all standard
showers, toilets, and urinals. 

INSTRUCTIONS:

I.  BE USED
        Instructs the bathroom to use the Sim.
II.  CONFIGURE SEARCH ROOM/RADIUS
        ROOM ONLY: Controller will only search for devices inside current room.
        RADIUS: Controller will search for devices within specified radius.
III. CONFIGURE SEEK ON/OFF
        OFF: Bathroom will only use people found loitering in the bathroom.
        ON:  Bathroom will use resident sims as required.
For optimal results, place them at least one per bathroom minimum, preferrably
one per toilet. For optimal results, the "stall" toilets are recommended.

Biotech Fix:

Fixes the biotech station medicine so that it will actually work. It was
previously broken, reading the value from the token at the index of the
token index (usually out of range, on rare occasions simply garbage), and if
the value was not out of range, subtracting the medicine from the garbage
value and writing it over the real severity value. It would also only attempt
to act upon the first disease, even if it had been cured. This fixes all
issues so that Biotech medicine will correctly reduce the severity of the
first active disease, if any, assuming it works and does not infect you.

Business Runs You:

Requires these additional hacks to be installed to work:
autosoc.zip
autoyak.zip
bathroomusesyou.zip
macrotastics.zip
skillinator.zip

Automates running a business. Business owners may tell an employee to take a break, 
whereupon they will do so, and once everything addressable is addressed, 
they will return to work. If an employee stops working due to motives, he will take 
a now-automated break and then return to work on his own automatically rather than 
goofing off until yelled at. I'm not sure what else happens as I don't use this. I 
gleaned the above info from the hack's thread at MATY.

CallOver:

Sims will now run when called over if they are active or the distance they have
to travel is very far, rather than ambling across the lot at 2 mph taking 3
hours to cross the other side, then turning around and going home because they
need to pee now.

If sim called over is a pet and has learned the "Come here" command, a dog
will run over quickly. A cat might...if it wants to.

CarPoolFix:

1. Inappropriately dressed friend from work:
   Friend is now properly dressed in accordance with own rank.
2. Unloading clog for vehicles with insufficient doors reduced.
3. Inability to load more than one sim into a helicopter at at time without
   annoying queue drops fixed.

ClothingTool:

It's a clothing tool. Lets you buy new clothes for your sims in all categories
with a single command (and inflated price premium!), and snarf career and
special-event (wedding, graduation, etc.) outfits worn by your sims for use in
the "Plan Outfit" dresser, plan all of your outfits at one click(after aging!),
as well as gives you one last shot to plan your outfits before returning home
from college (if global override hook included in zip is installed) so that
your sims do not return to the fambly bin looking like hobos!

CoffeeCupHack:

Sims no longer hike 30 miles in the snow uphill and against the wind both ways
just so they can put their coffee cups on a table. If no surface is nearby,
they're content to just drop the damn thing. They'll even put it straight into
a dishwasher if one is really close! Sims no longer attempt to clean up cups
still docked at their stand or barista cups, hiking halfway across the lot to
do so(most noticeable in NL community lots with both restaurants and baristas).

CommLightsOn:

Lights on community lots are always on.

Crumplefix:

Mrs. Crumplebottom should no longer interrupt showering sims to scream at them.
A Crumplebottom action should no longer stomp your queue.

CustomerSelector:

For ages, OFB businesses have been hampered by one thing: The inability to
target your business at a specific clientele without random idiots showing up
who don't fit the profile you want. With this shiny gray box, there are now
dozens of configurations to choose from!

For optimal results, it works best with the new version of noplayableshoppers,
and the new Business Controller. It will function alone, but noplayableshoppers
causes the normal spawner to yield to the Customer Selecter rather than having
to fight. Although if you don't have it, the Customer Selector is prepared to
do battle against it.

SHIFT-Click while in debug mode gives an option to reset all options to
default.

How to use it:
Buy the controller block (small gray box in Misc/Misc for 1) and place on lot.  

There are three choices for each option - OR, NOT and AND
Depending on the option, they're either set at OR or NOT by default. A setting
of NOT will disallow a sim from being acceptable to this block if they have
the NOT-characteristic. A setting of AND will allow a sim ONLY if they have
that characteristic. A setting of OR will allow a customer if they satisfy the
above and any requirements for visitation as normal.

You can make blocks that configure customer interest settings as well,
targetting Sims who are looking for something specific like Entertainment or a
restaurant. Timepiece - Another gray box in the Misc/Misc catalog for 30, which
turns into an alarm clock when placed.

You can attach it to one of the gray blocks and cause it to load a different
policy at a specific hour. For optimal results, you should place two clocks per
box, one to change it at a specific hour and one to change it back.  This is
helpful if you have a club that you want to be frequented by vampires at night,
but regular Sims during daylight hours.  The blocks are conveniently numbered
with ID numbers so you can attach the clock to a specific block.

There are import and export settings on the clock - import copies your current
settings of that particular block onto the clock, saving them so you can order
the clock to apply it at a specific hour.  Export applies those settings back
to the block right now so you can edit them and reimport them, or just because.

Multiple controller block to create 'OR' groupings. If, for example, you want
gay vampires or male robots, you can create one block with permissions for gay
vampires, and another block for male robots.  That way these two specific
groups show up and you don't have to override one or the other.
Simply place more than one controller.

DailyGardener:

The Gardener will now come every day. Gardener next no longer maintained for
conflict avoidance - code modification only.

DebugAbductFix:

Fixes memory generation for debug-mode forced abductions.

DoorbellQuieter:

The gypsy should no longer stalk new move-ins. She may still appear normally,
if called, or as a visiting friend, but shouldn't show up just to stalk a new
move-in. Because we've all seen this spiel 30 times already. This also makes
the doorbell quieter.

DormBillFix:

Fixes a divide-by-zero that occurs if there are no dorm doors on a dorm lot.

DramaFix:

Prevents creation of drama professor "lost best friend" visible and invisible
memory spam and "met self" memories.

Encouragificator:

Are you tired of the annoying micromanagement involved in trying to use the
Encourage options on your simchildren? Is it so irritating that you give up
because you have to repeat it so many times to accomplish anything, and it
cannot be queued, and usually somebody wanders off in mid-encouragement?
The Encouragificator handles this task management for you! Simply choose
Macro.../Encourage.../Whatever, and it will automatically encourage the sim
in question for you, over and over, until a mood failure occurs or you tell
it to stop.

EngageWantFix:

"Get Engaged" want no longer shows up to inappropriate people, such as people
who are ALREADY MARRIED OR ENGAGED. We have no idea what Maxis was
trying to code, it was completely broken.

FasterBuyClothes:

Try-on clothes no longer uses extended pointless rack flipping. Go woohoo.
Old buying flip already smitten in Maxian updates.

FFSDebugger:

I. FIX AWOL HEADMASTER
     Detonates the Headmaster Controller, which can become corrupted and
     prevent the headmaster from appearing correctly on your lots.

II. UPGRADE PRE-UNI SIM
     Upgrades an Adult or Elder sim to 6 want slots/2 locks + Uni graduation
     with no major. Most useful for pre-Uni sims so that they aren't
     permanently confined to second-class citizen status.

III. CLEAR STUCK PARTY
     Destroys the party controller, which can become corrupted and result
     in the inability to hold parties, neverending parties, or corrupted
     party scoring. Any currently in progress party is immediately terminated.

IV. RERANDOMIZE SIM GENERATOR
     Scrambles the sim generator by advancing the sequence a random number of
     places to avoid the identical-child-personality "firstborn" effect. Will
     exit the lot without saving as a side effect. Save before use.

V. SET/REMOVE LIFETIME WANT BIT (non-Original)
     Grants or revokes permanent platinum LTW status in a sim. Use for bugged
     LTW satisfactions where status is not granted, to remove if you simply
     don't like it, or because you're a cheating lamer.

VI. UNFREEZE VISITOR MOTIVES
     Removes "static motives" flag from all visiting sims and dormies.

VII. KILL STUCK BILLS
     Deletes all potentially stuck bills hiding on and off the lot.

VIII. CLEAR OFFWORLD LOITERERS
     Indiscriminately removes all sims loitering invisibly off-lot. May cause
     undesired side effects if used at the wrong time.

IX. REENABLE CONTROLS
     Attempts to reenable build/buy/save/exit.

X. KILL GHOST EMITTER
     Deletes the "haunted" emitters which cause sims to freak out at random
     objects, even if ghosts are not present on the lot.

XI. FIX BROKEN MOOD BOOSTS
     Fixes the platinum-asp mood boosts for all sims on the lot.

XII. UNSTICK ME (debug mode only) (experimental)
     Attempts to unstick a sim that has lost the ability to move for some
     unknown reason. Experimental.

XIII. NUKE STUCK MOVE OUT
     Nukes the college move-out controller, which can become corrupted and
     prevent sims from moving out of college.

XIV. RETRIEVE MISSING SIM
     Attempts to retrieve a missing sim which is stuck off-world by teleporting
     it to the mailbox and forcing an error.

XV. UNBLOCK FRIDGE TILES
     Attempts to remove stuck invisible tiles potentially blocking fridges.

XVI. FIX FUNKY MOVEMENT (debug mode only) (experimental)
     Attempts to force a sim back to walking normally and stop the "iceskater"
     effect. Experimental - intended for testing only.

XVII. RE-GIVE DIPLOMA (debug mode only) (Uni)
     Re-issues a sim's diploma in the event that it is lost/stolen/eaten.

XVIII. MAKE ME SMART/STUPID (debug mode only)
     Applies or removes "stuck smart milk" effect to sims.

XIX. FORCE ERRORS (experimental)
     Forces all objects of specified locality (all/in-world/off-world) to
     error. Do not run while debug mode is ineffect or thousands of error
     dialogs may appear! May crash, freeze or spam your game. Consult your
     doctor before use.

XX. TEST IQ
     Returns percent-learning rate (100 is normal) for current sim.

XXI. RESPAWN TOMBSTONE (debug mode only) (experimental) (NL)
     Regenerates a tombstone for a dead sim. Note that the dead sim must be
     the selected sim, which means you must spawn him somehow, then make
     him selectable and choose this command.

XXII. Nuke Stuck Poobags (NL)
     Removes stuck invisible flaming bags of poo from horrible dates.

XXIII. Nuke Stuck Airplanes
     Removes invisibly stuck paper airplane reserve tiles.

XXIV. Fix Broken Selectableness
     Fixes broken selectable bits occasionally found on newly moved-in sims.

XXV. Fudge Astrology (debug only)
     Forces a sim's astrological sign to the one corresponding to the number
     chosen. Useful for creating sims based on real people with personalities
     that may not match Maxian archetype.

XXVI. Wipe Mystery Sim Memories
     Removes all irrelevant "Mystery Sim" memories on freshly created so your
     sims can experience the relevant moments with some real sim instead of
     blabbing about this mystery sim thing. Option not available on sims with
     chronologies that removing these would invalidate.

XXVII. Remove CLP (debug only)
     Removes the community lot populator object if debugger is on community
     lot. If you don't know why you want to do this, don't touch this.

XXVIII. Decimate Neighborhood (debug only) (do not use!)
     10% of your neighborhood is randomly given the death token, causing
     immediate death on lot load. DO NOT USE THIS OPTION. Will give warning
     box if you attempt to touch it.

XXXIV. FIX WEREWOLF HAIRINESS
     If your werewolf is stuck in perma-hairy mode, try this button to perhaps
     cause him to become normal (during the day anyway). Not available at night
     when you're supposed to be hairy.

Not all options are displayed unless applicable to current sim and situation.
Not all options displayed are applicable.

Firemod:

Sims will no longer moth fires when panicking when something catches fire. Sims
that are have seen more than one fire before will attempt to extinguish it
rather than panicking. Visitors finding your house to be on fire will
immediately declare this to be somebody else's problem and find an urgent and
pressing interest in being elsewhere, rather than going into aspirational
failure....after all, why should they care...unless they are on FIRE?

Fitness4all:

Townies, etc. can now become fit or fat as a result of their behavior so that
the NL turn-ons may actually do something.

FrontDoorHack:

Deliverypersons should no longer be irresistably drawn to the inaccessible door
of the mausoleum in the backyard when making their deliveries. Garage doors are
not considered front doors regardless of level. Doors leading to garages are
strongly discouraged from consideration as front doors.

GradPartyMemFix:

Graduation parties now correctly generate the formerly never-ever-seen
graduation party memories (good/bad).

HarderJobs:

Makes standard jobs harder: Uni graduates no longer receive automatic L8/L9
start and upper-level jobs have limited numbers of openings. Also includes
pay and recognition fixes for TS2OFBp2 "Owned Business" jobs.

HuggingHack:

The parent-home-from-work hug will no longer wipe out your entire queue.

IndoorPlantFix:

1. Indoor plants not exposed no longer become (over)watered by rain.
2. Indoor plants now unlikely to have weeds if grown in sealed environment.

InteractWOGreet:

Has it always bothered you that you have to greet people, thus giving them free
run to traipse through your house at will, even if the only thing you plan to
do is pummel the living crapola out of them for kicking your trashcan? Want to
just unceremoniously pummel the living crap out of them, or say a word or two to
passers-by, and then let them go on their way, without having wave, hug, or do
whatever it is that sims insist on doing? Want to beat the snot out of that cow?
Go for it!

LessWhiny:

Sims whine less, particularly about stupid things. Also fixes teens always
immediately leaving on being greeted in OFB.


LoboNanny:

This is a supporting package for the FFS Baby-O-Matic system that enables the
lobotomization of the nanny, deactivating all nanny-related work routines on
command.

LocalWalkbys:

Sim residential walkbys now will only be people who actually live in your
subneighborhood, so it will greatly prefer actual neighbors, not "guy who
walked all the way here from Pleasantview".

LTWVariety:

Lifetime wants for careers are no longer strictly aspirationally correlated,
and will instead vary by appropriate interests and personality. Career-wants
for varying careers may appear outside of aspirational boundaries due to
family influence, and sim personalities will match desired occupation. Crazier
lifetime wants (Marry Off 6 Children, Have 6 Grandchildren) will disappear in
neighborhoods of advanced age and therefore population to slow down Armageddon.

Macrotastics:

Most features accessed by clicking on your sim and choosing Macro.../Option.

I. HARVEST MONEY TREES
   Harvests money trees on lot. Option appears if your sim is in gold+
   aspiration and you have money trees on your lot. Your sim automatically
   travels from tree to tree harvesting the shinies until he either runs out
   of trees, his mood becomes very critical, or he loses gold aspiration.

II. PROCRASTINATE
    Your sim will stand there and idle until you or something else tells him
    to do something more intelligent, or motives become really low. Option
    is only available in "Free Will", since the purpose of choosing this is
    mostly to block your sim from choosing other actions if you want him to
    simply wait for something.

III. USE BATHROOM
     Your sim will seek out the nearest designated and appropriate bathroom
     and perform bathroomly tasks. Requires properly installed and configured
     FFS "Bathroom Uses You" controllers (>= v1.68). Option will not appear if
     none are installed or appropriate.

IV. GO TO BED
    Your sim will go to sleep in his designated bedroom. Requires properly
    installed and configured FFS Sleep Clock. Option will not appear if none
    are installed, or your sim is not assigned to any of them.

V. CONCENTRATE
   Your sim will concentrate on his present task, boosting it in priority
   so that it will not immediately drop if you queue another order after it.
   Examples of when to use this include an autonomously chosen task you want
   your sim to complete, not abort, when you queue things after it, and tasks
   like "teach" or "help with homework", which have the annoying habit of
   cancelling themselves if you tell your sim to do anything after it.

VI. CLEAN/REPAIR/GARDEN
    Your sim will seek out things to clean, repair, and garden, using better
    search algorithm than "apparently at random" that the maid uses.

VII. TAKE OUT TRASH
     Your sim will empty the trash. Including the trash compactors.
     This will be automatically called after "CLEAN" is invoked, or it can
     be called manually.

IX. KICK STUFF
    Your sim will seek out and kick the nearest flamingo or gnome, re-standing
    them up if they fall automatically so that they can be kicked again.
    Requires properly installed and accessible Lawn Flamingos and Gnomes.
    Fastest source of fun in the entire game!

X. CAFFEINATE
   Your sim will chug-a-lug the coffee to restore his energy. Bathroom breaks
   will automatically be taken as appropriate if "USE BATHROOM" option is
   available. Chugging will continue until energy is filled or a critical
   motive becomes too low and cannot be resolved.

XI. DO HOMEWORK
   Your sim will seek out homeworks belonging to him on the lot(where-ever)
   they may be hidden, and do them. If Fun or Bladder is too low, the sim will
   attempt to resolve the problem by kicking stuff or using the bathroom
   before continuing.

XII. PAY BILLS
   Seeks out the mailbox, fetches mail, and pays affordable bills.

XIII. COLLEGE RAMPAGE!
   Accessible from the "College" menu, begins a rampage where your sim studies
   for college using all of the college tools until he maxes his current
   grade-o-meter! All needs except hunger automatically are taken care of
   during the rampage.

XIV. EAT
   Sim will scavenge for available edible foods and eat foods that can restore
   his hunger without being overfilling. If no foods are available, sims with
   adequate cooking skills will cook one. If OFB is installed, the inventories
   of resident sims will be pillaged for foods if none is found present, as if
   you dragged it out of the inventory and dropped it on the floor.

XV. POWER IDLE
   Sim will autonomously handle all basic needs. Will autonomously call friends
   if AutoYak is available, using cellphone if available. Sim will respond to
   any orders you give it while performing this function. If not given any
   orders, and all needs are satisfied, sim will do something quiet and
   not disturbing, like cleaning the room or sitting quietly in a couch. Will
   not bogart the desk chairs and render it impossible to use the computer.

Manual-Navigation:

Navigation Orders (Go/Run/Skip Here) will no longer be erased from the queue
if you queue another order after it: Sims will now travel to their destinations
by the route and means of your choosing if you plot their route for them!

Marriage-Postmortum:

The marriage "spouse" line is no longer automatically disconnected after death.
The surviving partner may remarry as usual, which will correctly connect the
line to the new partner and disconnect the old one, but unless the survivor
remarries, when he dies, their marriage line will still show as connected on the
family tree, like those of the deceased Maxian families.

Marriage-Traditional:

Female gets male's last name, regardless of who initiates the proposal. useful
for getting townie last names into the game, or just for those of us who like
to do things the traditional way. For same-sex unions, everybody keeps their
own name, but they still get a line on the family tree.

MissingManagerFix:

Adds extra code designed to locate your missing manager should the default
routines, for some reason, fail to find the manager you know exists, preventing
the "who are you trying to call" message when you do, in fact, have one.

MoneyOrder:

Buy this item in Misc/Misc and send money to your Sim's friends and family!
In pre-Uni games, this object also serves as the controller for the receipt of
money, so the receiving Sim must live on a lot with one present, although it
does not need to be used. Buy an extra and bury it someplace out of sight and
you can send and receive all the money you want (NOT needed in Uni+).
Or at least have. 

No20kHandouts:

Eliminates the magic 20K handout when a sim moves out or graduates from
college. A sim moving out will simply take a proportional split of the
cash reserves of the current family. No more. No such thing as a free
lunch. If a sim family breaks up, the sim being booted out will take the
minimum amount to afford a lot, 3K, from the treasury if available.
Otherwise, he gets whatever is left. If that's not enough to afford even the
odd 2x2 lot....too bad!

NoAgeDiscrimination:

Gets rid of the "age discrimination" that locks elders into only crappy jobs,
also making it impossible to retire without "Get Useless Job" wants clogging
the want panel. To get a real job, use the computer. If, for some reason, you
actually WANT the lousy job, you can still get one with the newspaper.

NoAgingSwarm:

Everyone and their dog will no longer swarm to the room where you have chosen
to have somebody grow up. Only people currently in the room and not busy doing
something will watch.

NoAutoPetBuy:

Visiting playable sims will no longer purchase new pets, putting you in the
uncomfortable position of ending up with a million pets...or having to kick
out some poor animal.

NoBabyHarassment:

Are you tired of your sims poking, prodding, badgering, and otherwise harassing
your babies and toddlers 57 times an hour? This hack shuts off autonomous baby
pestering, in a non-pie-menu way.

NoBogartingSwings:

Most sims teen and above will no longer bogart the swings. Certain sadly
immature individuals who also seem to enjoy playing Pirate in bathtubs will
continue to exhibit this obviously childish behavior, though.

NoBuskers:

Private homes and frat houses are no longer considered appropriate venues
for buskers to setup in, unless there is a party occurring.

NoCorruptDeath:

The formation of the corrupted death memory, as seen in gossip of the form
"jagged lines", "tombstone", "dead Sim", is now suppressed. Existing
corrupted death memory markers not affected, and will continue to spread
unless eliminated in SimPE. You can usually identify corrupted death markers,
because one will follow every directly-experienced death of visitor or family
member, and is flagged "invisible", with no event owner. It will spread to
other Sims in gossip, and all memories of this form (no event owner,
$Subject Died, Dead Sim), are corrupted "jagged line" memories. Delete these
whenever they show up in gossip, noting which sim possesses them, and which
sim received it. Find the corrupted memory in both Sims and expunge it from
anyone you can find.

For non-advanced or lazy users, you're stuck with your existing jagged lines
for now. New neighborhoods will be clean.

NoCryBabies:

Greatly reduces the crying and moaning when sims insult, slap, and otherwise
harass each other. Only really nice wussies do this now.

NoDropTiredBaby:

Eliminates pointless dropping of tired babies and toddlers. Since when could
people not hold onto an unconcious baby, anyway?

NoEatCrap:

Sims (who are not fat or lazy) will no longer stuff themselves until they
explode. Lazy and fat sims will continue to eat everything and thus can
still become fat, because sometimes, you just want fat people. Sims who would
not eat out of a trash can will cease eating food that has gone spoiled.

Sims will talk considerably less when eating, especially if they are in a
hurry (because they're tired, starving, need to pee, have more orders), or
if they're eating without the benefit of chairs.

NoGhostElevatorLag:

Prevents ghosts from attempting to use the elevator, since they would always
fail anyway and be unable to actually use the elevator, but would cause
horrible lag in the process of trying. If other routes exist, they will thus
use those instead of causing the horrendous lag with repeated failed attempts
to use the elevator.

NoInstantLove:

Sims should no longer automatically and instantly fall in love at the first
flirt. Chance of being hit with hearts now depends on attraction level and
is influenced by aspiration and personality.

NoLameHires:

Non-townie sims with jobs >= L6 or who are already working in a user business
are no longer considered eligible hires and will not clog the hiring pool, nor
be available with the "hire" option unless they quit. Sims will never want to
hire anyone who already has a job.

NoOfferCheap:

Employee salespeople are no longer allowed to give away your store by lowering
your prices. 

NoPedoStalkers:

The desire to stalk and harass children and customers, and bug total strangers,
should be greatly curtailed. Sims will no longer stalk other sims from the
opposite end of the mall, either.

NoPlagiarism:

The memory and want satisfaction are now correctly assigned even if somebody
else answers the publisher phone call. The typewriter will thus appear over
the head of the author, not merely the person who happens to pick up the phone.

NoPlayableShoppers:

Playable sims no longer show up at stores to waste all their family's monies
buying junk they don't need that has to be sold back at massive losses in time
and family funds, unless given an FFS Money Order object placed in their
inventory to designate them as shoppers (so you can sell them useful stuff!).
Placing one on the lot will make the lot visitable by all playables.

NoPuddleRage:

Neat Sims no longer become irrationally furious at someone when told to clean a
puddle (right after enthusiastically cheering, at that!). Game apparently does
not distinguish terribly well between puddles of pee, puddles from water
balloons (which were thrown by the sim in the first place!), puddles from
showers, puddles from puddles...

NoRabbitSpin:

Do you hate the way the rabbit toy spins whenever you cancel the order to use
it, usually causing it to spin to an inaccessible facing? Is it just creepy?
This hack makes the damn rabbit STAY facing the way you put it, unless actually
blocked, not merely because you cancelled it! Nyah!

NoReassign:

Attempts by non-selectable sims to reassign workers are ignored. Managers and
community lot owners will not be able to randomly reassign workers when not
controllable.

NoRoadPillows:

Sims may no longer hold pillowfights in the road: The target must now
be in the same room, and a nearby bed in the room is required.

NoRouteFail:

This is an improved version of the original "No Route Fail" that retains some
feedback (the route failure thought) and reduces the abruptness of the stop,
while continuing to eliminate the screaming hissy fit in the annoyingly loud,
obnoxious, and generally violence-inducing voice. Now you can see that
something is clearly blocked if you did it on accident, without having to
constantly listen to that screaming if it is, in fact, blocked deliberately and
you have no intent of moving it precisely because you DON'T want them to have
access.

NoServoChores:

Servo no longer constantly tries to do chores without your input, for better
or worse. Enjoy.

NoShockForOutgoing:

Outgoing sims will no longer shriek when they see other sims naked.

NoSmartMilkDrag:

Gets rid of the 5-mile-baby-drag when feeding a toddler smart milk:
The toddler is no longer pointlessly and unnecessarily picked up unless
it is inside the crib.

NoSSRespawn:

Eliminates respawning of Secret Society members. Secret Society members should
not be spawned to replace ones you happen to kill for whatever reason, except
as a very last resort of total desperation (which should be near-impossible, but
is there just in case), in which it will create one member. If there are not
enough SS members, when the game attempts to generate one, it will, instead of
generating a new NPC, induct a YA townie instead, and use him. The game will
also not insist on generating more to fill max visitor count when you are
abducted(IF you still are abducted: should theoretically work with no-abduct).
Therefore, if there is no SS townie, the game will first attempt to create one
by promoting an existing YA townie. If it cannot, it will only create one if
there is not even a single available member to perform the initiation ceremony.
If for some reason your university has a dormie population of zero, don't kill
this last guy.

NoStrayRespawn:

Stray animals no longer respawn. Existing animals unaffected. Animals that
exist in play may become strays, but no new random ones will generate. Please
don't kill the animals. Now includes anti-respawning in the adoption pool as
well, reducing minimum pool size requirements, and first dragooning stray
animals before creating any new ones as a last resort.

NoTelepathy:

Most memories are no longer transmitted telepathically to relatives that they
have never even met before. They can still be passed normally by gossip, but
memories do not begin appearing in the relative's memory bar unless they've
actually met that person. With TS2U+, "death of relative" no longer wipes out
aspiration bars on random toddlers that have never met aforementioned dead
person.

NoTownieRegen:

Townies no longer regenerate when removed from the townie pool. Existing
townies are unaffected and continue to function normally. Service NPCs
continue to be generated as needed.

NoUniProtect:

Disables the "magic invulnerability protection" given to non-selectables in Uni
dorms and frathouses that appears to have activated itself due to NL/patch.
Dormies and visitors will now be required to eat, sleep, pee, and bathe like
everyone else again. Hilarity ensues!

NoUnlinkOnDelete:

Game no longer partially destroys sim file on deletion of tombstone. May
resolve potential random tombstone losses when moving tombstones to community
lots resulting from shredded character files produced by unlinkage. May also
contribute to global warming.

NoUnneededCoats:

Sims that don't need coats because they can't freeze should no longer bother
to waste time wearing them. Because it's all about the cape.

NoVanishInDorms:

Nondormies no longer vanish into dorm rooms.

NovelProgress:

Adds a progress bar when a Sim attempts to write a novel after Creativity
is maxed indicating the progress of the novel-writing.

NoWhatIsThis:

No more "What's This?" and "Where did it go" actions. If they appear at all,
they will not cause the sim to take any direct action.

NoXylophonePee:

Kids pee with regular peeing noise, instead of xylophone noise.

PetsP0-JobFixes:

Fixes a whole metric assload of brokenness relating to OFB jobs in TS2Pets,
as well as the preexisting problems in OFBp2
1. Teen OFB job now properly recognized.
2. OFB jobs no longer autopromote to invalid levels.
3. Retiring a pet now provides correct(?) pensions and doesn't demote your sim.
And all previously existing issues, like the retire exploit, teen hours bug,
and so forth.

PetsP0-ServiceCallFix:

Fixes error when game tries to generate a service NPC called from the old
pre-Pets service-calls that were passing Stack Object instead of species.

PetTempAdFix:

Pets no longer freak out whenever they contemplate interacting with certain
objects (beds, water wigglers, etc.)

PhoneHack:

BUGS FIXED:
1. The parent of a child who is on the phone will not invite himself inside.

2. The Headmaster will no longer self-invite himself when he calls you, nor
   will the phone freeze up.

3. You should now be able to properly invite new Headmasters even if your Sim
   has married a Headmaster.

4. Teen Go/Sneak Out in Pets hopefully unfarkled.


ANNOYANCES ELIMINATED:
1. Teens can now go and sneak out even, or especially if, they lack a guardian.
   This should not be construed as support for parenticide, although we're sure
   some of you are going to try it now. In event that no adult is present, the
   teen sim no longer requires permission to go out, because, obviously, he has
   nobody to request it from but himself. The options to "Go Out" and
   "Sneak Out" will appear at the appropriate times.

2. Harassment Call Lock - Ever wondered why your Sims somehow seem to decide to
   go to sleep earlier when you're not playing? Tired of them simply screaming
   at you even though normally, they never go to sleep under YOUR direction
   until like 2 in the morning? We couldn't make insomnia-tracking to determine
   which families are regularly insomniacs, but you are now protected from
   accidentally doing this: If your sim attempts to call another sim outside of
   valid calling hours, he will pick up the phone, then realize this is a bad
   time and put it down before bugging the other sim. You may still attempt to
   place emergency, service, transportation, sneak-out, and crank calls
   normally.

3. No more dumbass phone calls: Friends who miss you no longer make stupid
   phone calls just to waste your time with their whining: They will instead
   make a USEFUL phonecall, so if a friend you haven't heard from in awhile
   calls you to talk, instead of bitching about it, this is why.

4. Sim-children should no longer bug random adults that they bumped into on
   some community lot by phone. Sim children should only call their relatives
   or other children.

5. Sims should no longer place casual calls when they are NOT SUPPOSED TO BE
   HOME. No more truant children calling for kids which are at school, or
   people calling when they SHOULD be at work.

6. Now possible for teens to introduce people to adults using the phone:
   Teens no longer shouted at unless phone call join is declined.

7. Now possible to invite headmaster if toddler will auto-transition at 1800
   while headmaster scenario is in progress.

8. Calling in sick no longer generates a useless NPC to clog your data files.


FEATURES ADDED:
1. Set Ringer - Set the number of rings you want your phone to ring when an
   incoming call is received: 5, 10, 15, the default 20, or even OFF, which
   means you will not be notified or receive any incoming calls.

PianoFix:

A piece of improperly cloned Maxian legacy code from the TS2 Original piano
corrupts the new expansion-pack piano's attributes, causing the piano to
become no-fun. This hack prevents the corruption and restores the damaged
attributes to their correct attributes so that the piano remains properly fun.

PoolHack:

Visitors should no longer insist on jumping into your pool at the first
unattended moment: They will only use the pool if appropriate dressed for it,
as opposed to magically pulling their swimsuits from their butts the moment
you leave them unattended for 3 seconds and then proceeding to wander the house
soggily after you shoo them out. Sims no longer change back immediately after
chickening out from diving. Sims who are being WATCHED while diving will not be
able to wimp out anymore. People would make fun of you for that. And then push
you in anyway. Last but not least, the option to swim naked has been made
available, so if your sim is already naked, he won't change before diving.
Making your sims get naked for the task is left as an exercise for the reader.

PrimpFix:

Particularly meatheaded Maxian coding error causing the Primp action to be
impossible to use fixed.

PunchCupHack:

New from the company that brought you Coffee Cup Hack: Punch Cup Hack!
(Sims no longer hike 30 miles in the snow uphill and against the wind both ways
just so they can put their coffee cups on a table. If no surface is nearby,
they're content to just drop the damn thing. They'll even put it straight into
a dishwasher if one is really close! Sims no longer attempt to clean up cups
still docked at their stand or barista cups, hiking halfway across the lot to
do so (most noticeable in NL community lots with both restaurants and baristas).)

RelevantWages:

Wages demanded by employees must now be relevant: Salary demands will no longer
be exhorbitant simply because a sim has a ton of useless skills. Just like in
real life, your degree in underwater basket weaving is completely useless.
Sorry, man. Also, the salary demand increase applied to managers will now be
correctly applied to actual managers, instead of to random people whose binary
garbage happens to coincidentally coincide with their job level, causing them
to spontaneously become underpaid and quit without any apparent cause.

RemoteBusinessFix:

Fixes the "double pay, double decay" fix with businesses that causes the
remote payout popup to appear twice in succession, before you can reasonably
check in after the first popup.

RestaurantBarFix:

1. Sims no longer obsessed with eating at restaurants in endless loops when not
   full, or drinking coffee when not tired. Also cuts down desire for sims to
   commit bladdericide from the above.
2. Seats occupied by your sims & bar patrons less likely to clash with host
   seating assignments, resulting in queue stompage. Queue stompage BAD!

RomanceMod:

Significant alterations to the way romance and jealousy works:

1. Sims can now exhibit loyalty to existing relationships and do not randomly
fall in love with anyone who happens to flirt with them. Pleasure sims have
resistance only when in a committed relationship, Romance sims have none. All
other sims have resistance values if they already are in a relationship. This
value increases with level of commitment. Object-assisted actions not presently
supported and bypass this check. Still provides defense against cow attack!

2. Sexual orientation of a sim now actually matters! A very straight sim will
decline homosexual interactions and vice-versa.

3. Sim-jealousy will make more sense: Romance/Pleasure sims, depending on
personality(Nice+Playful+Outgoing >= 15), are more likely to have "open" relationships
(Pleasure sims only do this outside of commitments), and will not become
jealous (although some are simply hypocrites who think the rules apply to
everyone but them and pleasure sims), and sims will no longer spaz at random
people for no discernably sensible reason. Romance sims should never spaz.
It is no longer defined as "cheating" if you are not in an actual committed
relationship, and you will not have knives-memories or "caught cheating" fears
satisfied unless you are actually caught by a partner in a committed
relationship (steady/engaged/married).

4. Flower rage is stomped. Sims no longer spaz out when looking at a date reward,
since these have no time stamp and could pertain to a preexisting relationship
or one that no longer exists.

RomanceUrnStoneFix:

Romance sims no longer lose earned platinum tombstones when moved to the
cemetary.

RunToClass:

Active sims who have "run here" automatically run to class instead of walking.

ScannerGunHack:

Sims will now put the scanner gun back where they found it rather than ditching
it godknowswhere. If it gets dropped, it will be automatically moved back to
its original resting place. Sims will refrain from scanning objects likely to
disappear on them, like things thare in use, and vehicles. If an object manages
to disappear anyway while being scanned, the sim will gracefully stop scanning
things rather than jump and lose the scanner, their hat, and their queue.

Skillinator:

Includes 8 macros, 7 for gaining each of the 7 skills in the game, and
one to designate a sim with high skills as an instructor for training
others on the career objects.

SleepClock:

I. SET WAKE HOUR
   Sets the hour you want the setting sim to wake up. That sim will then wake
   up at that time if his energy bar is full, instead of at the utterly
   ridiculous, thoroughly boring, and very premature hour of 0600. Unless, of
   course, you specify an even more boring hour. Sim will not awaken even if
   his energy bar is full/you queue stuff until the appointed time, unless
   his energy bar is full 6 hours in advance of the time (as standard). Only
   affects the targetted Sim if he sleeps in the room with the clock in it. Can
   store settings for two sims at a time. Only affects residents.

II. UNASSIGN
   Clears the assignment for a Sim so you can set a new setting for another
   Sim. Clock only holds settings for two Sims at a time, so if one Sim moves
   out or dies and you want to program for a new Sim, clear the absent Sim.

III. AUTO BED CALL
   Clock will automatically compute the hour at which your Sim should go to go
   to sleep based on your desired waking hour, the class of bed you have set,
   and the energy level of your Sim. The order to go to sleep on a bed in the
   same room as the clock will be automatically pushed at that time. Setting
   this to "Max" will result in the instruction overriding currently queued
   user orders.

IV. SET BED CLASS
   Sets the class of bed you are associating with the clock. Classes are
   as follows:
   E8-40: 40 NRG/hr: vampire Coffin! Even for non-vampires!
   E8-38: 38 NRG/hr: Includes: Medieval(dbl/UNI), Lux(dbl/GLS)
   E7-37: 37 NRG/hr: Includes Sleepwave 42(dbl/PETS)
   E6-36: 36 NRG/hr: Default: Includes Colonial Ironwood(dbl) and Soma(dbl)
   E6-35: 35 NRG/hr: Includes Funkensnooze(dbl) and Ajoque Beds(sing)
   E6-33: 33 NRG/hr: Includes Medieval(sing)
   E4-31: 31 NRG/hr: Includes Slimboy(sing) and Touch of Teak (dbl)
   E4-29: 29 NRG/hr: Includes Zenu Meditation (dbl)
   E3-28: 28 NRG/hr: Includes Courtly Sleeper(dbl) and Caress of Teak(sing)
   E3-27: 27 NRG/hr: Includes Protozoa(dbl)
   E3-26: 26 NRG/hr: Includes Protozoa(sing)
   E2-25: 25 NRG/hr: Includes Craftmeister(sing) and Cheapeaze(dbl)

   Selecting an incorrect bed type will result in the incorrect calculations.
   For best results, only one bed should be located in the vicinity of the
   the clock: The bed chosen will always be the bed closest to the Sim after
   arriving at the clock.

V. BEDTIME WARNING
   Sends a notification dialog of impending calculated time if turned on.

VI. BED NAZI
   Enables or disabled the Bed Nazi (NO BED FOR YOU!) for keeping other sims,
   especially visitors, dormies, autonomous sims, etc., from messing with the
   bed, causing the owner to find the bed is occupied by some moron.

SmarterCashier:

Operating a cash register is not rocket science anymore. You no longer have to
ring in 50 people before your cashier stops looking like an incompetent dolt,
making it the single hardest badge in the game to get.

SNSElderCareerOutfitFix:

Noteworthy elder career uniforms will now work correctly where possible.
Fixed uniforms include Space Pirate, Safari, Journalist, Diver, Rockstar.

SNSNPCSlotFix:

Corrects broken slottage which would cause random resets and game breakage
in the presence of certain NPCs which Maxis forgot to update the slottage for.
Note this problem will likely similarly afflict pre-Seasons custom NPCs created
by those who are not Awesome. Currently the Streaker is the only NPC known to
be afflicted, but others may be as well and will be added as discovered.

SNSP0NrgizerFix:

The energizer now stops correctly.

SSHack:

This hack makes the Social Worker behave more reasonably. The Social Worker
will only be summoned for child abandonment if a child-aged sim is left
unattended for extended period of time, such as if all adults are very dead,
or if the unattended sim is a toddler and therefore should not realistically
be left home alone at all. The bizarre metric of "child-hours" has been
eliminated.

The social worker will not be summoned for a child receiving bad grades unless
the number of bad children outnumbers the number of passing children: No more
adopted bad child causing all your good children to be taken away because he
came with a failing grade from when he was taken away before.

The Social Worker will continue to be summoned if you intentionally abuse your
children by starving or neglecting them, so you can still get kids taken away
to fill the adoption pool if you want.

Parents will also no longer be physically prevented from going to work if
children are present on the lot. No more having to miss work because the stupid
nanny refused to show up until 15 minutes afterwards.

Heat/Cold failure and warnings no longer random and useless: Will no longer
receive spurious warning followed immediately by "sudden death mode" SS visit.

StereoHack:

Sims no longer turn the stereo on and off autonomously. The repairman may even
actually repair the expensive one this time.

StuckObjectRemover:

Removes invisible stuck objects that are blocking tiles.

SwindlersList:

Are your salespeoples' lists of unwanted friends getting unnecessarily large
and bloated from all the random people they meet on the job? Playable sims
performing sales actions will not gain +rel above ~35 unless they are
already friends, preventing them from acquiring a bazillion unwanted
often-townie friends.

SyncTimer:

Keeps track of time played on a lot relative to global time, and allows you to
see what the time is on other configured lots and jump directly to them without
going through the neighborhood screen. Also allows frobnication of lot time
for Uni+.

TheFightClub:

Makes fighting a more desirable option in the game, eliminating those bizarre
"phalanx defeats battleship" outcomes by making fight loops keep score and
accumulate advantages instead of simply having their outcomes ignored. Fighting
is now also more skill-based, with Mechanical and Logic skill playing small
roles alongside Body. Combat experience adds a bonus to the fighter's skill.
Grouchy sims will find fighting to be fun! The more grouchy the sim, the more
fun fighting is!

(Pets Only!) Werewolves no longer automatically win every "Savage" attack,
although they do receive a hefty battle bonus for being werewolves. Sims can
now avoid becoming a werewolf if they do not lose any of the combat rounds.
Losing any combat rounds will result in being bitten and becoming a werewolf,
even if they win the battle. (Not relevant without Pets)

TippingFix:

Fixes some exploits pertaining to tipping: Tipping no longer produces money
ex-nihilo, and the money you can earn from a tip is no longer limited by the
amount of money you have in your account. If somebody gives you money, that
money actually comes from their treasury. Sims will not give themselves
completely into the poorhouse, so if everyone around is broke, you won't get
much. Find richer people to perform around. The likelyhood you will receive
a tip is now directly related to your actual skill: Lousy musicians performing
in front of hostile crowds don't get a whole lot. Tippers will move away from
the jar as per original Twojeffs hack.

TogaFix:

Ever get annoyed by sims who can't seem to figure out that a toga party is for
people in togas? While non-YAs don't have togas, and therefore are excused,
what's everyone else's excuse? No more of that. YAs will now show up at toga
parties properly wearing togas, instead of their underwear, or
what-have-you!

VampWereFixes:

Some issues related to BLEH!!! and peeking into coffins which do not properly
update certain attributes. Eliminates random biting of NPCs. Also includes
skin coloration and layering fixes. Now includes fixes for GRR!! also.
Becoming a werewolf no longer produces memories of windows, shrubs, trees,
and other assorted random crap.

WaiterFix:

Servers no longer forget about a customer forever if interrupted by something
after taking the customer's order: When the server resumes his task, the
customer will be delivered his ordered food.

WarmthFixes:

1. Warmth caps now properly applied, so the undead will not turn blue despite
   supposedly not being allowed to drop to that level (and ruining their
   portrait pose to boot). Cap for undead also raised so that they will not
   react to the temperature.

2. Spontaneous combustion temperature raised to +90. Chance reduced. Combined
   with above, should greatly reduce instances of combustion as it now
   requires an unlikely combination of circumstances (Outside, High Temp).

3. Outdoor temperatures no longer affect sims that are indoors, so treadmill
   and hot tub related combustion should be impossible indoors combined with
   above.

WooHooLTWFix:

Ever wonder where your woohoo LTW memory went? Ever spot a woohoo LTW memory
on some random sim where it doesn't belong? That's where it went.

YellowPee:

Pee is yellow. Non-pee is not yellow. Neat sims do not like it when people pee
on the floor. Pee does not spawn tasteable puddles if more pee appears.

ZombieApoc:

Are zombies boring? Does their lack of brain-eating bother you? Zombies will
now attempt to attack other sims and EAT THEIR BRAINS, turning them into
zombies as well!





