You may want to add the ignore columns tag on the footprint for the outer corner. I tried placing four outer corner pieces together then putting a column in the middle. I had to turn on MOO to place it.
Looks and works great, however I would put it in the roof sculpture category instead of windows and wall attachments. This category is not on the studio tags tab and can be accessed through the warehouse (will more than likely be added in a future update).
On the Object Catalog resources click on the Edit Items button next to Tags on the right side (you may have to scroll a little), a window will pop up and you will see the screenshot below. The tags you will want to add are Build_RoofAttachment and Build_RoofAttachmentMisc. You will have to do this to ALL Object Catalog resources for all of the swatches to appear in the correct category.
You must add ALL of the subroot bones even if you won't be using them (I got a last exception without them).
The loveseat I looked at has a total of 8 subroots numbered 0-7. The last exception will say something to the effect of 'Unable to find joint b__subroot__2 on object_sitLoveseatAL2x1_01:0x07eb0706463b0c1f'
The reason for the route fail when you changed the tuning is how the rig/tuning are related. If you look at the rig of a love seat/couch you will see additional bones not in the chair (I looked at Must Be Loveseat). Specifically the b__subroot__X and transformBone_X bones (x = a number) along with bones referring to pets. In the tuning you will see adjacent/overlapping parts in the part_data_map field. Specifically the Sit_X parts. The tuning is telling what to do with those additional slots. So, if you change to the love seat tuning you will need to add the additional bones to your rig. For example: you have one sit spot (_IKtarget_butt_0), it needs to be parented by transformBone_0, then that by b__subroot__0, before being parented by transformBone. Next example: you have two sit spots (_IKtarget_butt_0 and _IKtarget_butt_1), they need to be parented by transformBone_0 and transformBone_1, then those by b__subroot__0 and b__subroot__1, before being parented by transformBone. EDIT TO ADD: When adding these bones the b__subroot__X bone is what determines the location of the seat to be sat in, so adjust accordingly. The butt, feet, etc. bones will also all need to be renamed to include an _X (x = a number). You must add ALL of the subroot bones even if you won't be using them (I got a last exception without them).
I found a fix for the thumbnails by making a new selective clone of the existing mod using 32bit instances! What happened is that the game was trying to number them correctly but was failing because of the increments it uses. It uses the last 8 digits of the instance for the group changing the last digit to either 0,1,2, or 3 depending on the size then increasing the first digit in the instance for the model used.
honeysim25 I have removed your last post for the following reason:
Do not ask how to create items using a tool other than Studio and do not post about tools other than Studio. This section is the support thread for Sims 4 Studio and as such, the topic of conversation that is appropriate to this section is Sims 4 Studio.
It is preferred that you keep the conversation here so that anyone with the same issue can see the topic. You don't have to have perfect English and we're fine with mistakes in spelling and grammar. If you need a web based Translator Here and Here are two options.
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