I'm planning Strangerville as my next addition, but I'm not quite sure how to implement the quirks of the pack with my realistc main game. I played the same save since 2014, so I will not have a separate save for anything Strangerville stuff. The hoos seems tto match perfectly with my story, and I also want the Military career and the spy devices etc. It's just the infected sims' behavior and other stuff that I may not yet be aware of, that I need input on how to deal with.
Did you solve the mystery in your game? If solving iit, will then everything Strange be gone for ever?
Did you choose not to solve the mystery, and if so, did all strange behavior stay?
I understand that the infection comes from certain interactions. Will my not active sims perform those interactions, or will the game randomly make some of my sims infected? Or, will I to some extent be allowed to limit the infections if I avoid those triggers, and kinda ignore the mother mystery?
I guess there are several ways to deal with this all, please share your way.
0
Comments
I chose to leave it as normal so the town is now rid of the infection. I love the colors of the world.
The game includes some premade Sims who are infected already. If you happen to meet them, you could get infected that way. If you don’t travel to StrangerVille you won’t notice anything.
Basically after solving it, it’s like nothing happened which is nice in my opinion. There is an aspiration you can follow along as you complete the mission. Your Sim once they finish the mission will be able to tell Sims about it via a new social in the pie menu.
From my experience, the infection can only autonomously befall NPCs in StrangerVille. I've never seen any infected running around in other towns, or my own sims getting infected while I wasn't playing them. A played sim can get infected by eating the strange fruit or breathing in spores in the basement of the laboratory; if there are other ways, I haven't discovered them yet. The infection itself is a moodlet that occasionally pops up, making your sim look and walk weird and keeping all their needs filled until it wears off.
If you solve the mystery, it will indeed be gone forever unless you restart it by... I don't know if I can say that, because it might be a spoiler for you. Let's just say, after solving the mystery once, you get full control over how strange you want StrangerVille to be. But as I said, it will definitely start out with a little strangeness, and there's nothing you can do about that (at least not without mods) other than going with it and playing the story.
The new military career is not tied to StrangerVille at all, though. Any sim in any world can join the career and get to the top of it without once setting foot in StrangerVille.
Something wicked this way comes!
I don't use MCCC.
Updated with Werewolf Diaries (1)
>>The game includes some premade Sims who are infected already.
So, if I do not solve the mystery, then the few already infected locals will keep getting their weird moments for the rest of their lives?
>>The infection itself is a moodlet that occasionally pops up, making your sim look and walk weird and keeping all their needs filled until it wears off.
How often do they behave weirdly? Is it just an hour per day or more?
>>Something I've noticed is that after solving the mystery I still see conspiracy theorists and military personnel sims around my worlds. In case that matters to you.
I don't mind seeing random military persoonal or conspiracy theorists in other worlds. It's not like I will pretend the mother mystery does not exist, I just want to be able to plat active households in Strangerville, without all their lives base on the mystery.
I can't say for sure, I've only played one infected sim once upon a time, and my memory is a little hazy. But I think the moodlet didn't last that long, just a few hours or so, and it came up randomly, like the occasional moodlets from emotional traits.
Then I suggest you either don't touch the mystery at all, or play through the entire thing once and then set the strangeness to whatever level you feel comfortable with. It only becomes really bothersome at maximum strangeness, when the entire world is littered with enormous strange plants, almost every NPC is a zombie, the sky is perpetually covered by colourful clouds that don't allow for any normal weather, and your bathroom equipment occasionally gets infested with vines that have to be cleaned up. In the end it's all a matter of personal taste; since sims can't live in the Magic Realm, I tend to use StrangerVille at maximum strangeness as a surrogate Magic Realm for sims who embrace the paranormal.
Something wicked this way comes!
I don't use MCCC.
It is called unstrange strangerville, and can be located at the link.
https://deichschafblog.de/bienchen/strangerville-strangerville/
Played Infected sims are infected for a 3 hour period, that I think is supposed to be 1 Am to 4 Am, but it's been a while since I've played through. And they wake with all their needs filled. NPC infection periods are more random, it appears, though they're *also* infected for the time Played sims are infected.
I have had infected NPC (as opposed to generated townie) sims show up at festivals in San Myshuno, but they're not usually seen wandering outside Strangerville very often.
Also I know you said realistic gameplay, so this may not be an issue, but if you have Vampires and a vampire drinks from an infected sim, they get infected.
Yes, without mods the infected premade sims will be like that forever if you don't solve the mystery. The unplaywd local infected Sims show up in zombie mode at more random times of day rather than just at night or when triggered by a scanner.
I'm liking this idea! Haven't really come up with a way to use Strangerville yet. I only have one sim living there...
Updated with Werewolf Diaries (1)
An infected Sim will only be possessed from Midnight to 4 a.m. Their needs will all fill up to green when going into possession mode and start to deteriorate as normal after it wears off.
You should also know that in addition to putting Strange fruit in your refrigerator, Welcome Wagon infected Sims will also put Strange fruit in any empty garden pots/planters. As noted the Sims in Black will visit immediately after they've left and confiscate your refrigerator. You'll get compensated for it though. They'll take any Strange fruit seeds in garden pots/planters too, but only the seeds. I'd just avoid the Welcome Wagon as suggested.
As mentioned, you can see infected NPCs at CL Festivals if you have that pack. Not sure if you'll see them anywhere else though, but I haven't.
One last thing I'd like to add. After my Hero had solved the mystery, everything was back to normal in his neighborhood, the town part, all the plants were gone, no infected Sims, the crater didn't have a glow above/around it, no jets flying over it night and day, etc.
BUT, I still had some of the pod plants in the more expensive neighborhood up on the hill. I believe it's because my Sim had never visited that neighborhood until after the mystery was solved. I'm guessing your Sim needs to visit all areas in Strangerville to 'activate' them so the pod plants will disappear when the mystery is solved. Could be just a glitch with my save game though. I don't know. But thought I'd mention it.
Thanks. I really want to see the vissual changes etc while solving the mysstery, so I guess I will do that at some point, kind of wish some of the wirdness like weird weather would stay, but I understand I can decide the level of weirdness after the case is solved. Will start with nod see how I like that level.
Yeah, foul quality fish. "you saved my town and I'm so grateful, here's a dead fish in the mail!" Thanks?!?...
To be fair, I have gotten other things. That's just the one that sticks out most in my mind because it would have been offensive to get something like that in your fan mail IRL. I did find it hilarious though.
LOL. Maybe that fish was fresh before you noticed there was any mail. Anyway, I'd laughed quite hard if my sim received a foul fish )
That's a really good point! hahahah I do often miss the mail delivery.
I also have few saves with Sims who live in Strangerville but have not solved the mystery. I like it, because it's more fun to see those infected Sims around, it's so creepy when they run, lol. I'm planning to solve the mystery on some of those saves, but not on all of them.
I'm also planning to solve the mystery only partly on one of my saves. I want to make my Sims live in Strangerville with maximum strangeness. I love the atmosphere, sounds, strange plants and the vines that come up on sinks, showers, bath tubs and toilets.
Something wicked this way comes!
I don't use MCCC.
If you're playing a spellcaster, the delicioso spell will also allow you to de-spoil the cupcakes.
> Has anyone solved the mystery and then restarted it with the infection rate set to high? Does it make it harder or longer to solve it on this setting? Or there are just more infected townies running around at night?
I've solved the mystery and planned to restart it once my heroine sim graduated from Foxbury and join Sims-in-Black career branch. Hopefully I would remember to post my answer here.
It doesn't make it longer or harder. It just affects the weather and how many infected are running about.
I've never had the thing with the welcome wagon. I'm kind of disappointed now.
I'm pretty sure the time is 1am to 4pm, not midnight. I played an alien family for a while that was totally on Team Weird Plants. The automatic filling of their needs every time was very convenient. ^_^
@Simmerville If you just want to solve the mystery as quickly as possible, there are a few shortcuts here and there you can take. For example, your first step is collect evidence, but if you find the USB Device and your Sim has level 10 Programming, they can hack it and jump ahead to the next step. The gallery also has rooms of items you can download to advance the plot if you don't feel like doing all the hunting yourself.