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Remember my 4t2 Sixam project I started 2 years ago? Which I almost scrapped but revisited sometime last year? ... well, I've got good news for you then. It's finally out now! ^^
Welcome to Sixam!
Sixam City, a thriving metropolis on the planet of Sixam, home to Sixam Academy, a prestigious intergalactic university that provides special training for aspiring students to become Birth Queens, Colony Drones, or even the latest innovation in alien technology: Pollination Technicians. Renowned for its cultural diversity and interstellar expeditions, the city nurtures a community focused on curiosity, inclusivity and innovation.
Yes, I recreated the secret alien world from TS4 for TS2 as a custom university subhood! Why as a university subhood you may ask? Well, I tried to keep the original vibes of Sixam of it being an "unlockable"/visitable place your sims can explore rather than a regular neighborhood your sims can live in!
Even after graduation, your sims can actually stay and live in the university subhood using Lamare's YAs can enjoy maternity (and all that) mod, as well as Lamare's Pets at University mod!
Update!! (June 24th 2026)
I made-over the entire neighborhood using my animated 4t2 Sixam plants I uploaded earlier this year, this includes all lots in the neighborhood! So, you can totally have the full TS4 Sixam experience in TS2 now!
Oh... and one more thing, as requested, I finally uploaded a Main Hood, as well as a Downtown version of Sixam Academy, ahem... it's Sixam City now! All the original playables have graduated and are adults now... and the drama goes on! It's like they never left! XD
Screenshots before the make-over
Screenshots after the make-over
Download: MTS | Simblr.cc | SFS
More info under the cut...
Neighborhood Info:
The Main Hood/Downtown versions do require all EPs/SPs though, since I wanted to include apartment lots. I miiight do an alternative version without AL one day, so that TS2 Super Collection users can also use it. The University version is still Uni+NL+OFB EP only regardless.
No camera mod is needed, yet, still recommended for easier gameplay, especially since some lots were built on skyscrapers and can be hard to view with just the vanilla camera.
Number of Sims: 90 (10 playable sims in 4 playable families, 31 townies, 44 NPCs, 5 dead sims) -> 130 now! (including alien pets and other bonus NPCs!)
Number of Lots: 35 (7 residential lots, 2 Greek houses, 5 dorms, 1 secret society, 20 community lots, where 8 of which are owned businesses) -> + 2 bonus lots! (A mysterious Nebula Brick Road lot and Alien Parrrtey!, a lot inspired by the alien party lot in TS4 when you visit Sixam, lol.)
Gameplay Info:
Speaking of lots, I made lecture halls for every major, which you could use with beestew's Active Classes mod! These are community lots, featuring skill-building equipment and study spaces, with NPC professors (as lot owners) available for tutoring whenever your sims visit. The Main Hood/Downtown version still includes these lecture halls, so if you ever wanted to try out the university-in-main-hood mods, this is the perfect neighborhood to try Squinge's Mega College Pack mods out.
I also made an optional custom skybox and custom lighting file for Sixam that will make it always nighttime (Yes, you heard right! The sun never shines here on Sixam!) with subtle seasonal color changes - reddish in Autumn, bluish in Winter, and greenish in Spring.
The inhabited version requires the 3 alien skintones (blue/turquoise/violet) from my [4t2] aliens set to keep the TS4 alien characters like Aileen Rauvu authentic. As giving all these colorful aliens the default green skin instead felt as bad as white-washing, say, giving black characters like Olive Specter a lighter skintone for me. An alternative CC-free version with no CC skintones is also available for players who prefer to not have any CC skintones in their games, though.
I also recreated some characters from TS4, especially all the characters from the The Sims 4 Get to Work: Sul Sul trailer. Every character comes with a complete set of ancestors (at least parents) and customized memories, even townies and NPCs! Some also come with interesting lore! Even though, they're just... townies! Oh, and everyone has genetic infant faces! Yayy! XD
Speaking of characters, scripted events don't work in subhoods, but I wrote a text in each family description that somewhat mimic the scripted event notifications anyway. I think this is a brilliant and fun way of introducing new characters, even in university subhoods. All households should also have a complete set of family album pictures that show their lore a bit. The main hood version does however include scripted events. ^^
Recommended Mods:
All notownieregen/antiredudancy/nodormiespawn/nossrespawn mods. All university townies/NPCs in Sixam are aliens.. or at least have a very good reason why they're there, but this can easily be ruined if you don't have these mods installed, lol.
bloodredtoe's Mannequin babies can be born mod. To have more variety, I used the mannequin skintone for some of the alien sims. While this mod isn't required, it's recommended to prevent crashes, especially when these aliens have offspring, as there's a chance they could inherit the mannequin skintone.
Squinge's No Townie Memory Loss. Again, townies and NPCs in this neighborhood are highly customized and I recommend getting no townie amnesia mods to prevent their lore from getting wiped out! As there are a few clues in the bios of some of the townies... including long lost twins!
lingeringwillx's Restore Default Names for Sims in Subneighbohoods . This is especially helpful, not only because the townies/NPCs are related to the playable sims, but also, it will help to maintain the alien atmosphere of Sixam with names like Pollination Technicians, Colony Drones or Birth Queens, etc. instead of having EA's default townie/NPC names.
Install Instructions:
This download consists of 3 parts:
Neighborhood itself:
Main Hood: Place the NSXM folder into your DOCUMENTS/EA Games/The Sims 2/Neighborhoods folder
Note: If you have TS2 UC, it's DOCUMENTS/EA Games/The Sims 2 Ultimate Collection/Neighborhoods
Note: If you have TS2 Legacy, it's DOCUMENTS/EA Games/The Sims 2 Legacy/Neighborhoods
University: Place the USXM folder into your PROGRAM FILES/EA Games/The Sims 2 University/TSData/Res/NeighborhoodTemplate folder
Note: If you have TS2 UC, it's PROGRAM FILES/EA Games/The Sims 2 Ultimate Collection/University Life/EP1/TSData/Res/NeighborhoodTemplate
Note: If you have TS2 Legacy, it's PROGRAM FILES/EA Games/The Sims 2 Legacy/EP1/TSData/Res/NeighborhoodTemplate
Downtown: Place the DSXM folder into your PROGRAM FILES/EA Games/The Sims 2 Nightlife/TSData/Res/NeighborhoodTemplate folder
Note: If you have TS2 UC, it's PROGRAM FILES/EA Games/The Sims 2 Ultimate Collection/Double Deluxe/EP2/TSData/Res/NeighborhoodTemplate
Note: If you have TS2 Legacy, it's PROGRAM FILES/EA Games/The Sims 2 Legacy/EP2/TSData/Res/NeighborhoodTemplate
2. 4t2 Sixam Fauna & Flora Set (+ 3 new custom alien skintones):
Download and extract the complete set of the 4t2 Sixam Plants (+ skybox & ocean floor) here.
You should have extracted 4 folders now, go into each one and decide which version of the plants you'd like to keep. Move these folders into the Sixam CC folder of this download. This way, you should have 1 main folder and 4 sub-folders (+ 3 custom alien skins).
Place the Sixam CC folder into your DOCUMENTS/EA Games/The Sims 2/Downloads folder
Note: If you have TS2 UC, it's DOCUMENTS/EA Games/The Sims 2 Ultimate Collection/Downloads
Note: If you have TS2 Legacy, it's DOCUMENTS/EA Games/The Sims 2 Legacy/Downloads
Place the sixam_lot.txt file into your PROGRAM FILES/EA Games/The Sims 2 Mansion & Garden Stuff/TSData/Res/Lights folder
Note: If you have TS2 UC, it's PROGRAM FILES/EA Games/The Sims 2 Ultimate Collection/Fun with Pets/SP9/TSData/Res/Lights
Note: If you have TS2 Legacy, it's PROGRAM FILES/EA Games/The Sims 2 Legacy/EP9/TSData/Res/Lights
Credits:
To EA for creating Sixam in the first place, even though it was originally created for the wrong game ;)
Makers of SimPE (especially with the newest version, allowing creation of customized NPCs!)
Mootilda for all her amazing tools, especially LotCompressor, LotAdjustor, HoodChecker, and her tutorial on how to create a custom subhood template.
Numenor for his AnyGameStarter, allowing for the creation of a Uni/NL/OFB only environment.
@lowedeus for his original skybox, which I recolored and modified to make the skybox season-friendly, as well as @criquette-was-here for the tutorial on how to make nhood objects glow at night.
Gwenke for the original ocean surface nhood deco, which I also recolored and modified to make it glow at night.
@catherinetcjd for all her inspring builds and also for being such an amazing friend. I recommend her Isosceles Apartments, Experiment 4.2, The Colony as well as her Pyramid Commune No. 9 Live, specifically as optional additional lots for this neighborhood. I learned a lot from you in the past few years of neighborhood and lot building!
Creusa Sims for her support and love while I was creating this neighborhood. It was fun discussing some of the lore in this neighborhood with you. XD
@lordcrumps for also being such an amazing friend! It was you who kept pushing me to actually redo the skybox when I wasn't happy with the draft version, lol! And also for your helpful inputs very early on. ^^
@lamare-sims for being such a talented modder and her amazing mods that make living in university subhoods possible in the first place! This concept wouldn't have otherwise made sense.
That's it for now I guess? I hope you have as much fun with this neighborhood as I had building it! <3
We went to a spot Overse and Ratthi had proposed after a quick look at the map. It was a series of rocky hills in a thick tropical jungle, heavily occupied by a large range of fauna, enough to confuse life-sign scans. Mensah and Pin-Lee lowered the hoppers down and eased them in among rocky cliffs. I sent up some drones so we could check the view from several angles and we adjusted the hoppersβ positions a few times. Then I set a perimeter.
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a Gwamalgarac class 2-8-2+2-8-2 broad gauge steam locomotive on planet Gymnome circa 2270 AD, with its Gymnomi Slime engine crew servicing it in the middle of a rural branchline at a water tower. The Gwamalgarac's broad firebox is for burning large amounts of low-grade coal. The firebox is too big to fit a cab behind it, so instead the cab is ahead of the firebox, saddling the boiler. Like many Gymnomi locomotives, this one is articulated, with the boiler slung between two engine sets, atop which are the fuel and water tenders.
More info and variants below the cut:
Reality Check:
The Gwamalgarac is a Camelback Garratt, in earth terms.
The "Wootten Firebox" is used on Camelbacks for burning low-grade coal (or anthracite waste), and so the cab is placed in the middle of the boiler. The disadvantage is that one failure mode of a steam locomotive is that the running gear of the locomotive could break, and rods could come crashing through the frames. In a Camelback, the engineer is usually directly above the moving rods.
a Garratt locomotive is one where the boiler is slung between two engine sets. These were mostly used in Australia and various African colonial railways, seeing limited use in Europe and never making it to America. On Gymnome, they make up a large fraction of large steam engines. They can take curves fairly easily, and are more stable at speed than other articulateds, and the boiler can get huge while still fitting everything in the loading gauge.
Technical Overview:
The Gwamalgarac has quite a few design peculiarities. The frames run directly through the firebox, which is too wide to fit between frames, posing new thermal and structural engineering concerns and making the boiler somewhat harder to maintain.
The locomotive uses outside stephenson valve gear (usually stephenson valve gear is found on inside-motion locos, and walschearts is used on outside-motion locos). The cutoff is controlled by a screw reverser, which interfaces with a steam servo on each engine set to lift and lower the expansion link (the moving part that determines the valve timing).
The Breadloaf cab is a typical design style for this time period, but provides plenty of space for the crew. The steam dome and throttle are inside the cab, with the safety valve and whistle atop the cab. The other dome is a sand dome, although it's quite inefficiently placed, requiring the sand to travel through two pivot points to reach the wheels. The firing cab, which on real Camelbacks is usually just a tiny shelter with little more than a roof, is larger and more spacious, since extra room is needed behind the firebox for the pivot point anyway.
The smokebox is fitted with a "coffin" style feedwater heater, resulting in the baffling water path of front tender -> front pivot -> engineer's injector valve or -> feedwater heater -> fireman's injector valve -> boiler.
The wootten firebox is intended for burning anthracite waste or 'culm,' which burns smokelessly. However, the Gymnomi locomotive here is burning very low grade coal with lots of impurities, generating lots of cinders and ashes. As a result, a Rushton cabbage smokestack is used to generate a vortex to centrifugally separate the cinders from the smoke to reduce fires. The big stack would probably be retained even if it were converted to burn culm, since it is considered stylish.
The Gwamalgarac is a compound expansion steam engine, which uses exhaust from the high pressure cylinders to drive larger low pressure cylinders.
As a result, the steam takes another dizzying path: being generated in the boiler and collected by the throttle in the steam dome, before being routed out behind the driving cab, along the ceiling and walls of the firing cab, then into the rear pivot, and into the rear high pressure steam chest. It then gets used by the rear engine, and then exhausted back through the rear pivot, through the bottom of the firebox between the grates and the ash pan, below the boiler frames, through the front pivot, into the front low pressure steam chest. Then it is used by the front engine, and then it exhausts through the front pivot and finally into the smokebox and out the smokestack.
The couplers are dual-mode chopper and screw-link coupler, for interfacing with multiple types of cars from different railroads.
The Process:
Here's the first sketch I made, more or less as a shitpost at first:
Then I decided to do a more serious drawing, resulting in this original design.
The boiler was the expanded and the cab shrunk to result in the final proportions. The sketch was cleaned up and detailed.
I drew the environment before coloring and rendering the locomotive, since I wanted to know how the loco colors would look in advance. Note the shading reference orbs in the sky, which thankfully i remembered to remove from the final version.
This is how I left the drawing at about 2AM last night.
After returning from a doctor's appointment I got back to work around 11:30 am.
I decided to start shading with the specular reflections first, and then add drop shadows and shading. The bright sky reflections are typical of British steam locomotives kept in good condition and really elevate the piece i think.
After spending a few hours rendering, I added the finishing touches like some shading changes and weathering:
The crew are: the Stoker, in the firing cab, the Engineer, in the driving cab, the Conductor(s) adjusting the inline compound air compressor, and the Brake Officer climbing the front tender ladder.
Their uniforms are typical of rail workers in this region and time period and are an icon of the working class. The headwear is a flat-topped cap with a pleated white visor.
In the background are trees, which I originally designed for Train Misconductor, the video game me and my friend are making set on this planet (albeit like 60 years later than this drawing).
The creek crossing started out as a narrow stone bridge when the branchline was originally built to a narrower gauge. When the line was regauged to broad gauge, the bridge was reinforced with steel struts. The axle loading of the Gwamalgarac looks awfully heavy for a branchline, but Gymnome's gravity is 80% that of Earth after all.
The animals in the foreground are currently just called "cows," and come from a set of domesticated gymnomi animal drawings i did a while ago. I haven't thought nearly enough about the ecology and biology of Gymnome--and most of what I have thought about is concerning the motile slime clade that the Gymnomi belong to rather than the animal clade. These are probably a wild variant of the "cows."
The slime creature on the right side of the foreground is a semi-aquatic creature that feeds along shores like this, keeping part of itself in the water so it does not dry out.