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From Base To Better - A Play Styles Thread

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mw1525mw1525 Posts: 1,214 Member
Hi, Fellow Simmers!

This is a play style thread. Feel free to share your stories of things which you've changed in the game to suit your play style. I love hearing how others play with this game and am always on the lookout for new ideas to incorporate in my own game. Here's one area of the game I just had to change.

CRIME & CRIMINALS

If there is one thing in this entire game I cannot tolerate it is the NPC criminal. I don't really have anything against the criminal career, just the EA/Maxis created crooks. I didn't like the way they were handled or the special treatment they received when they attempted to rob a house which has a burglar alarm on it. At no time should a Sim not be allowed to protect their home or detain a crook until the police arrives. But, according to EA/Maxis that sort of thing is exactly what happens! I have had police and burglar on the same lot at the same time and would get the 'he got away' notice.

This had to stop.

So, I decided to create criminals of my very own. When it comes to creating (and developing) criminal Sims, there is one thing I insist on; having the best bad people possible. My criminals are a very versatile bunch with varied background stories; sometimes there is a good reason/purpose for wrong behavior. No longer do criminals work in a ratty old building, my crooks occupy various occupations. I have embezzlers in the Business career, a gang of cy.ber criminals who hack the mainframe nightly, sneak thieves who vandalize my town, 'special' elixir sellers and, a courier who traffics illegal bubbles to an underground 'after hours' joint. These Sims give my Law Enforcement Sims something to actually do in the town by creating cases for them to work on. Finally, a reason to interview Sims, rummage through trash and write reports! The criminal's misdeeds are also reported to the towns people via my Metro journalists, which gives them headlines for their articles.

The fun in all of this is the great stories which unfold naturally and the wonderful screenshots I get to take to document their stories ;)!

Comments

  • ElanoreAlexandriaElanoreAlexandria Posts: 66 Member
    I like the idea of this thread, though I'm afraid I don't have too much to add. I don't believe I've done or am doing anything too original in my game compared to the stuff I read about here. :(

    Hmm... Well, I once tried to play a legacy and ended up bailing. My sim's dog was seemingly immortal, and even though I loved him, I was ready for him to pass on. I'd gotten the family another dog in preparation for this, and when I went to move in my sim's young adult daughter's new girlfriend in, she had a dog, too. This first dog managed to outlive the cat and horse that had been adopted at the same time as him, the founder sim who'd adopted him (she'd been running a farm) and the second cat that had been adopted halfway into this first dog's lifespan. I was certain this first dog's time would come any time now, and had the new newest dogs try for puppies. The puppies were born and aged up, and this first dog still hadn't passed away. I tried to play through a few more days, just waiting for this dog to go, refusing to resort to cheats to do the deed, but he wouldn't. I eventually admitted that caring for so many dogs was sucking the fun out of playing with this family for me (so much barking!), even though my sims were capable of caring for them all. But since I didn't want to give any of them away or go back to before the daughter fell in love with her girlfriend, I just stopped the legacy.

    I was really, really attached to this family though, so I saved them to the bin. Not only did I move them into the town of my newest legacy, I moved them into the nice ranch lot next door! I used Nraas to prevent them from moving away, too. ;) For the first time, I have an interest in the neighbours. I want my current sims to go over to visit them all the time and to invite them over for Thanksgiving and Snowflake Day! And, by pure coincidence, the very first sim my lifeguarding dude Preston rescued from drowning was none other than the elderly founder of my previous legacy attempt. (The version of the family I saved to the bin was from before she had passed away) It was so perfect! After she'd been rescued, she went on to play with that darn immortal dog on the beach while Preston looked out for their safety.

    So... I guess add in some super cool sims to the lot next door is my suggestion. I'm sure it's an obvious one to the more seasoned simmers out there, but I only just figured it out for myself.
  • mw1525mw1525 Posts: 1,214 Member
    @ElanoreAlexandria - I've never tried creating a Legacy household. Admittedly, I'm just not disciplined or committed enough to stay with a single household through their heirs. But if I were and, I had such a dog as you had, I think I would have made that dog the family guardian :)!
  • TadOlsonTadOlson Posts: 11,380 Member
    I've got a few legacies in custom worlds where I'm playing the entire town and using NRaas for story progression which means I start with one family in an empty town and gradually move more families in as they get settled in and have homes built.Deery Meadows was first settled in 1620 though it's been four years now and they're currently in the great 17th century drought which started slowly in 1622.
    44620367775_0442f830c1_n.jpg
  • mw1525mw1525 Posts: 1,214 Member
    @TadOlson - Currently, one of my Sim families is living in an originally unpopulated world (Los Similes). I find without mods installed (Especially, NRaas' can't be named here mod), the game will go crazy in trying to populate the world with so many babies.
  • TadOlsonTadOlson Posts: 11,380 Member
    @mw1525 -I've actually got somewhere between 700-800 Mod files installed with 114 of those from the NRaas Mod collection and two are awesome with a config file disabling the glitchy autmated school assignments.I've got one newly started appocalypse challenge in Sunset Valley2 set in the summer of 1525 in Salisbury Beach,Massachusetts as a fishing colony.I've only got one family settled there and more might come over the next few sim years as story progression is configured more like the TS2 story progression.I would never be able to play like I did without Mods and even lost quite a few saves to glitches like getting unwanted teen pregnancies or corrupted saves from playing vanilla and quickly discovered that there's no way to control the overpopulation without using Mods.
    44620367775_0442f830c1_n.jpg
  • mw1525mw1525 Posts: 1,214 Member
    MEDICAL CAREER

    Okay, next up is the Medical Profession. I like this career with or without Ambitions being installed. The Medical Career, is one of those careers which I easily adapted for other town/townie purposes. I have five types of doctors in my game.

    1- General Practitioner
    2- Pediatrician
    3- Family Doctor
    4- Military Doctor
    5- Specialist

    My General Practitioner basically looks out for the entire town and interjects when needed. Anything from getting overly fat Sims to the gym or making certain Sims struggling in their workplace get a skill boost (through teaching).

    My Pediatrician is assigned a clientele list (by me) of three juvenile Sims (infant, toddler and child) to have a weekly house visit with. With the infants, they basically just build relationships. With the toddlers they read books, provide learning toys (edit town) and assist in skill building with them. With the children they take them out to the park or other skill centers I have in town to practice chess (logic), to tutor and to aid in building other skills. Teens are handled much differently because they can sometime develop romantic attractions to their doctors, so they are put on rotation having a different doctor every week. The teens are taken to the gym, out to play chess, tutored or taught a new skill (all my doctors are level 10 logic and well versed). On weeks where the child or teen is not seen, a phone call is placed instead.

    The Family Doctor is a single doctor assigned to care for a single household and all of its members.

    My Military Doctor cares for the well being of my soldiers and other Military staff.

    The Specialist. This is my 'non-specific' doctor. They 'medically' change things I don't like or want in my game. Sometimes my specialist is used as a Plastic Surgeon to change the appearance of a Sim (CAS). Sometimes, they are a genetic specialist and will alter a trait of a Sim (CAS). In my game world, the insanity trait is a treatable disease. Depending on the patient and the lifestyle of that patient they may receive a different 'trait' representing a lesser version of it such as 'childish'. The childish trait is chosen for its ability to play with toys and play tag with other Sims. This came in real handy when I 'treated' Dorie & Gus Hart. They naturally have the Insanity trait. In my game, they also have two grandchildren. I removed 'Insanity' and replaced it with 'Childish' so they could continue to play with their Grandchildren in a way 'Normal' Sims cannot.
  • AuroraskiesAuroraskies Posts: 1,834 Member
    edited September 2018
    mw1525:

    I like your style. How do you do the doctoring in practice? Do you have a lot assigned as Lunar Asylum/Psychiatrist Practice where you take the townies etc?

    I use the 'Cerebralizing Brain Enhancing Machine' (buy mode, sort by categories, entertainment, skill building machines) from University life EP, to change the townies traits (my main sim need max logic), I place it on my home lot or a communal lot with all other great machines, but I like your narrative better.
    Post edited by Auroraskies on
  • AuroraskiesAuroraskies Posts: 1,834 Member
    You could put the Life Time Reward 'Body Sculptor' in your physical therapists practice, a quick fix :)
    Personally I think Big Is Beautiful, so I would put it in a store :)
  • AuroraskiesAuroraskies Posts: 1,834 Member
    edited September 2018
    I like the careers 'stylist' and 'architect' from Ambitions EP, because they allow my main sim to change the whole town, without having to overly use Edit Town. It taxes the computer more though, than jumping between the households. With the cerebral machine I also raise the townies skill level, and of course I place out all skill objects when remodeling. Some work better than others, the guitar seems to be easy to actually gain skills in, for a non-controlled sim. I always remove 'fun-raising' machines (TV, games, foosball), in preference of more effective skill building objects, and strip the houses so that the sims have fewer things that draw their attention.
  • mw1525mw1525 Posts: 1,214 Member
    @Auroraskies - Thank You.

    Firstly, in order for a Sim to be a doctor in my worlds they must master the following skills:

    1- Logic
    2- Cooking
    3- Gardening
    4- Fishing
    **And have Charisma skill at least level 3 before entering the hospital to work.

    All of my doctors keep their rabbit hole jobs while also taking care of my town's population. After work, I send them on their weekly rounds to visit their patients at home. Knowing all of the townie Sims work schedules help me know when best to send my doctors on their rounds. Unless the patient is an infant or a toddler, I can direct the patient to go to whichever venue I need for them at by using the 'Go Here with...' command. I like using the 'House Call' method of doctoring because it allows me (my Sim) to meet and interact with multiple patients on a single visit. Doing things this way allows my Sims to keep their relationship levels up. Plus, I can get a feel for what is happening in the townie's home.

    My medical folks all have a doctor's bag which contains life saving supplies to help a struggling Sim without me having to switch to their household. Life Fruit, Death Flowers, Deathfish, various elixirs.

    Each of my townie homes (that I rotate to) has an active 'Medicine Cabinet', which contains Death Flowers (only my doctors can give those out), Life fruits and whichever elixirs may be needed for that house hold such as Job Booster, Invigorating Elixir, Vampiric Sunscreen and, other things like that). Items are placed in the 'storage' when I prepare to leave a household to keep the game from getting rid of them.

    My Military base has everything Sims 'in-training' could need right on the barracks. The military doctor also resides there to handle things (illnesses/fatigues/mood issues etc.) as they arise.

    When it comes to keeping townies healthy (and reasonably happy), I have several things in play. Every job in my worlds work hand in hand with every other profession, career or job. I don't mind plump, chubby or even moderately fat Sims, it's when the game has pushed the size slider to the extreme do I send my GP in help out.

    Medical Bills are generated once a month (by me) and money is properly transferred using this mod:

    Online Banking Mod"
    http://modthesims.info/download.php?t=438835

    ATS3 Chest-Like Storage Containers:
    (used to keep supplies safe when I'm not actively playing a household.)
    https://aroundthesims3.com/objects/function_storage_misc_01.shtml
  • AuroraskiesAuroraskies Posts: 1,834 Member
    This is the best narrative I've seen so far.
    I love that you have a doctor' bag.

    Thank you for explaining, and for the tips of mods. Myself I do not use mods, but would the chests from World Adventures be a good substitute?
    I have noticed that any Multipad 6000 (store item, computer-ipad for skill-learning while doing other stuff) I buy for townies/non-controlled households
    just disappeares from their inventory when not played. (They do use them autonomously, albeit in a very unstructured way).

    In a different save than the one I am playing now I did something similar, but with a more fragmented agenda: my main sim was superskilled and acted like a stand-in for me - that is, the Sim-God, sort of like a priestess, but without the actual narrative/storyline (and outfit :) ).
    I decided over life and death, I hosted birthday parties and cooked them ambrosia, created love affairs and made them dance at parties. I will do that again, but make it more clearly with a religious tint and set it in a different world.
    What religion? Sumerian pantheon, godess Inanna and priestess Enheduannna :D

    What do you use the military base for?
  • TadOlsonTadOlson Posts: 11,380 Member
    @mw1525 -I use those things in my games and have had them for a long time.The banking Mod is great for sims living in rooming houses or just for saving their money up and the storage is great for keeping produce for planting and preserves they've made from the canning station.
    44620367775_0442f830c1_n.jpg
  • mw1525mw1525 Posts: 1,214 Member
    edited September 2018
    @Auroraskies - The Chest-like storage is built off of the chests that are in WA (they operate off of the code EA put in the WA patch which is why you don't need WA to be able to use them). Only they are not animated and your Sim cannot use the 'Look Inside' feature as they can with the WA chests; but yes, they are basically the same thing with just a different mesh to them. The chests aren't Mods, they're CC (3rd party CC) and do not alter you game one bit. I use Sandy's (ATS3) grocery Bag shaped chest to store food in when I rotate from house to house (it won't keep cooked foods, just the ingredients).

    Every night around midnight (12am to 1am) the game does maintenance on every household updating relationships, paintings values and so forth. Then around 3am (3am - 4am) it does its town clean up (EA version), removing food left in the park, fixing things broken by the Sims the previous day and so on, it also clears out the personal inventories of the townie Sims so anything they have on them at this time will be deleted. If you buy your Sims a Multi-Tab put it in the family inventory before you switch households, that way you will have it when you come back. ;)

    My Military is used for several things, and none of them are war. Locally, my soldiers provide support to my local law officers by providing assistance when Sims get out-of-hand (rowdy) and the police is not available. They also have 'missions' which they must work on until the goal is reached. Here's an example:

    Currently, my SV military is undertaking two separate important missions. The first mission uses my highly skilled combat fighter pilot as protection for two of my Scientists who are on a mission in Egypt to collect the mummy moths of that world. The moths are ingredients for my chemists so they can make the 'Mummy elixir'. This elixir is needed to transform a fellow scientist into a Mummy, so he can traverse the inner workings of the catacombs to uncover its secrets. Sim lore has it that only a Mummy can defeat the Zombie bear which lies in wait deep in the catacomb and uncover the truth; all others get horribly attacked by the Zombie Bear and flee for their lives having seen something too terrifying to want to return.

    The second mission involves my astronauts and their mission on Lunar Lakes/Oasis Landing. There are three teams on this mission (6 Sims) here are their roles (I copied this over from my files so I hope it formats right):

    Diana Keller, Captain/Project Leader
    Diane oversees the teams work and works exclusively on creating housing which is suitable for the transferring of Sims to this planet. Her entire mission revolves around a single question. Is it possible for non-native Sims to safely reside on this planet.

    Stacey Campbell, Military Medical Personnel
    Stacey is researching the effects the atmosphere and environment have had on the physiological and biological side of descendants of the survivor Sims. Stacey studies the inhabitants of the world.

    Chrystal Waters, Dietician and Nutritional Specialist

    Crystal is researching the flora and fauna of the planet. It is her job to try to adapt the native plants of SimNation to this new environment.

    Steven 'Skip' Jump, Technical Specialist/Robotics
    Steven is the resident computer whiz kid. His job is to study and adapt the technological advancement of the people of Lunar Lakes and Oasis Landing for more practical use for the people of SimNation.

    Roger Freeman, Lead Military Security Detail
    Roger protects the team from any hostile dangers they may encounter on mission and conducts recon missions to the waste lands for materials for Diane and her team. He is also the personal body guard for Diane.

    Michael Fuller, Military Security Detail
    Michael protects the team from any hostile dangers they may encounter while on mission. He also serves as repair technician for the base which includes all the equipment used by the team.

    MILITARY VEHICLES:

    Willys Jeep:
    https://www.freshprincecreations.com/1941willysmbjeepts3

    Hummer H1
    https://www.freshprincecreations.com/2006hummerh1ts3

    Lockheed Martin F-35 Lighting II (Yes, it flies)
    https://www.freshprincecreations.com/ts3misc (image shown on this page, the link to the plane isn't working)


    **When I retire my Sims from their 'Rabbit Hole' positions, I still keep them employed in the Military by using this trick (this does require a mod to use); the Sim's service is then paid for by the government of my town in the form of a bi-weekly check being deposited into their account.

    Changing Your Sims Unemployed Career Title
    https://simsarahsarah.tumblr.com/post/127971286138/how-to-change-your-sims-unemployed-career-title
  • AuroraskiesAuroraskies Posts: 1,834 Member
    edited September 2018
    Great answer, thank you very much!

    I have seen townies that get to keep the books and produce they have bought, in their inventory, even after a Edit Town-switch by me, but the Multipad disappeares.

    I have seen warnings to use CC, and I do not know what I am doing, but maybe I will later on and still, others can benefit from your tips :)

    Do you write the 'simlore' in books (with a sim skilled in writing), so that the scientist/military explorer's have to read about it first? I like when the weird and mystical titles my writer-sims have made into masterpieces show up at the communal library for new sims to read, and they get a good moodlet from it too! I like to save the library to the library (..) so that sims in new saves can get access to 'historical' books :smile:
    These two titles will be put beforehand in my Sumer-reign (by a skilled writer in another world, with speciality 'masterpieces', the option shows up after written 25 books) : "Inanna and Enki: The Transfer of the Arts of Civilization from Eridu to Uruk", and "Inanna's Descent", among other hymns :D

    It does seem to create lag to place lots and sims from the library into a new save, I do not know why.
  • mw1525mw1525 Posts: 1,214 Member
    @Auroraskies - You are welcome!

    When it comes to books, trust me when I say I have an extreme amount of writers (collectively) in my game. Military folks get a verbal briefing to start their missions off, from there they write 'progress reports' if there has been any interesting progress made. I don't keep the complementary book they send through the mail. I have my Sim read the book (to add to their book read count) and then I sell it. As long as the title is listed in their stats for reorder I'm fine with that.

    Because I play a (mostly) realistic game and take an insane amount of screenshots, I use a lot of 'clutter' items to add to the realism. So, its not uncommon to see a folder marked 'classified' laying in the screenshots of my high ranking military personnel's home.

    Every book or article written by my Sims are titled from something which actually took place in the game, I use this as a way of remembering what has happened in the Sims life. Only, made up stories written by storytellers get made-up names. Now, a book which is so time consuming to produce as a Masterpiece is - are never deleted from my game. These are text which are meant to be handed down from generation to generation. I think its great you are reproducing real works for your Sims to enjoy! ;)

    @TadOlson - I uses Sandy's storage for a lot of things. I keep a grocery bag on my Sim's kitchen counter so I can transfer food to it before I leave their household; I dislike having to replace groceries I already paid for. I use the fisher-basket to store fish for my Sims whose business is to sell fish; such as my Sushi Bar owner or my fish merchant. Cardboard boxes or totes temporarily hold items when my Sims are switching out or redecorating their rooms or homes. And the painter's rack is a handy place to store all of the paintings my artistic Sims have, who are planning to open their own studios or galleries with.
  • AuroraskiesAuroraskies Posts: 1,834 Member
    I really like your lore-idea! I will use it for my own personal saves :)

    Do you use third party CC and mods as a replacement or a complement to the expansion packs?
  • mw1525mw1525 Posts: 1,214 Member
    edited September 2018
    @Auroraskies - I use CC for a variety of purposes but mainly as an enhancement to what the game already offers. Such as: You'll always find a bottle of dish detergent on my kitchen sink as well as a dish sponge and a dish drying rack, this helps flesh out the kitchen clutter that EA gave us like kitchen towels and paper towels. You'll also find an ironing board folded against the wall, an iron standing on a shelf and a box of detergent placed under the cabinet (or on a shelf) in my laundry room this fleshes out the washing machines and dryers EA gave us.

    Custom hairstyles, contact lens and a variety of make-up styles help to better define my Sims looks (my Avi is wearing all three). CC clothing helps me better visualize their individual style and accentuate their personalty type, which makes them feel a bit more defined (to me).

    Mods are a broad spectrum topic. There are mods which help your game run smoother. Mods which unlock abilities or give players complete control over their game environments. Mods which can alter Sims personalities by turning some traits up and tuning others down. Mods which allows you to determine what is acceptable in your world (such as allowing a teen and an adult to fall in love, start a family and live a long happy life together).

    I use mods to be able to play the way I want to, they allow me to do things in ways which EA/Maxis didn't intend. These things are not drastic changes, just very subtle ones. I use the NRaas suite of mods so every example given here are things which can be accomplished with their mods. For example: in the game when your Sim kisses another they become instant 'Romantic Interests', right?! NRaas, understood that not all kisses are meant to be romantic ones, nor should they be. In my game, if my Sim wants to kiss her friend, she can do it without 1) damaging her relationship and 2) having the friendship becoming something I never intended it to be.

    Or, in a different vein, let's say I made a single Sim about two years ago. Now, (two years later), I want her to be able to visit the brother she hasn't seen in forever. Well, under EA's rule, I would have to take her 'saved Sim' file back into CAS, create her family and save them all as one for there to be blood ties. With mods, I can simple add a new Sim as a family member without losing any of the originals Sim's history that would have come from having to start her over.
  • AuroraskiesAuroraskies Posts: 1,834 Member
    That is a very good argument for mods and CC!

    In some games I do want to 'cheat', like when I played Skyrim and wasn't enjoying the monsters, a friend wrote a mod to take them all away (such a beautiful world it was without them); but The Sims seems as such a complex system, even in its simplicity, that I want to find out all the limitations, and treat it as the game it is, meaning I want to find ways to bend the rules myself, before I blur the borders with modifications. I really enjoy playing it the way it is. For now :)
  • mw1525mw1525 Posts: 1,214 Member
    edited September 2018
    @Auroraskies - I fully understand and agree with you about exploring the game for what it offers, that's what this thread is about, taking what is and through imaginative game-play making it better.

    Everything I've written about here can be done without modifications of any kind. My criminals are still able to be 'bad girls/guys' through hacking, swiping or other behavioral misdeeds. My doctors are all able to follow the paths I've laid before them and still be paid for their services using the in-game method of changing household funds. My military would still have 'missions' to do with or without any expansion packs being involved. And, I would still know which role my non-rabbit hole workers occupied. Plus, my sushi bar owner could still own the bar and provide the town with delicious fish meals.

    I love finding creative ways to work around things which could easily be modded or tuned out; that's just the way I've chosen to play. I don't need to have a mod tell me that two Sims are siblings if I've already decided they are (no matter when they were created). The things I would have them do together, the relationship I would have them develop, and the memories they would create would be enough.

    The same goes for CC. The game offers an abundant amount of items in various (mesh) styles to create beautiful homes, gardens and community lots. Just as with the Sims, by using the in-game tools we can create a multitude of unique Sims, make-up styles and clothing looks.

    And, depending on how deep we want to take things, EA has given us the outside tools to create our own worlds and patterns. The only true limits with this game are what your computer can handle and how deep your imagination can run. :);)
  • AuroraskiesAuroraskies Posts: 1,834 Member
    Yes, and the limits are truly in that order :smiley:
  • Harbringerof_BoredomHarbringerof_Boredom Posts: 12 New Member
    Here’s an example of my preferred play style:

    So I had a teen sim named Kiera, who was a loner and often obsessed over what she should have said, or if she had laughed too hard at a joke.

    Then she met this boy who she had a huge crush on. She decided to ask him out (she had to give herself a pep talk twice). He said yes. So I took her into cas real quick because I figure she’d wanna get a bit dressed up (they went to a fancy restaurant bc she was relatively wealthy) and I put some makeup on her even though she never wore any before, just ‘cause.

    Her date was really sweet, and kept complimenting her appearance, which I knew she would definitely take note of. When she got home, she told her sister all about it, then she went to look at herself in the mirror. I was expecting her to like the way she looked, since the action was named “admire reflection”, but apparently she wasn’t too impressed and thought her reflection was super weird.

    Kiera became obsessed with her looks, she wore more and more makeup, worked out all the time, and only ate salad. She thought her nose was too big and her lips too small, and she hated her brown hair, so she got a job and saved up for plastic surgery, and bleached her hair.

    She got in a big fight with her sister over who knows what, which caused her sister to insult Kiera’s face.

    Kiera became so enraged, she died of anger.
  • ZeeGeeZeeGee Posts: 5,355 Member
    What a great thread to resurrect!

    My first play style was very different. Coming from Sims Freeplay I was appalled at this town full of strange sims. In SFP you start out with one sim and gradually build houses and get more sims until your whole town is full of your own sims. So I immediately booted out all the sims in 'edit town' and started recreating the sims from my SFP game. It was fun and I was happy. But I also went a little overboard once I discovered this CC thing and completed wrecked my game.

    Second play style: To see if my game was going to work okay I just selected a townie to play for a bit. Once I saw it was working okay I planned to go back to my original play style. I picked Claire Ursine, and could not figure out why she was puking. Then Cornelia Goth kept showing up everywhere Claire went. Sudden fascination with these townies' lives. The rest is history. :smile:

    P.S. (Well I suppose it is history if you have seen my videos)
  • EA_RtasEA_Rtas Posts: 2,875 EA Community Manager
    Going to leave this open for now folks as there's potential for great discussion here, but if the thread returns to being inactive I'll be closing it off.
  • bekkasanbekkasan Posts: 10,171 Member

    Thank you @EA_Rtas

    Somehow I missed this thread first time around.

    I started playing the Sims 3 in 2012 by making my own sim or sims to interact with the townies. I was not much interested in playing any of the EA families, but, wanted to see how they related to my own sims. With EA SP not much happened unless I pushed it. I didn't use mods or cc at the time.

    I started making my own stories after that and had several legacy families until the save would lag out and become unplayable. Again, that was before I used mods.

    Since I started using mods I have several ongoing stories with some sims I've been playing for several years, well since 2014 when I started with the Nraas mods. I can control the time now and can keep the story paced as slow or fast as I want it. I still don't play with the EA sims, but, I do incorporate some of them into my families.
    My main long term family is just getting ready to start they third gen if I ever let Alice have her baby! (love that pause pregnancy button) I started them in 2015 as a short save to test a lighting mod in Midnight Hollow and I've been playing them off and on ever since. So much happens in their lives and they keep doing things that I need to explore with them.
  • ZeeGeeZeeGee Posts: 5,355 Member
    Yes, thank you, EA_Rtas.
    bekkasan wrote: »
    I started them in 2015 as a short save to test a lighting mod in Midnight Hollow and I've been playing them off and on ever since. So much happens in their lives and they keep doing things that I need to explore with them.

    @bekkasan It's funny how these 'short' saves become the longest ones. :smile:
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