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Batuu - Share Your Sims, Builds, or Stories!

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    DannydanboDannydanbo Posts: 18,057 Member
    Newcrest is my alien “neighborhood” and all the lots Strangerville has or will have a steampunk theme. Perfect for more aliens or whatever.

    I got a bit disheartened when I went into Strangerville, I had forgotten it has lots of background houses that look far too human! In fact, checking around all the worlds I felt the only ones suitable would be Glimmerbrook, Forgotten Hollow and Oasis Springs. Maybe Sulani at a push.

    I know, right. So much Earth stuff in the distance and the roads for cars we don't have. But, until the devs smarten up and give us a SW world to build in and "tell our stories" then I'll be using Oasis Springs. Mainly due to the sand and all but also because the area where the park is located is totally surrounded by rock mountains, so it would work well for the Resistance hideout.
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    j1z1j1z1 Posts: 311 Member
    edited September 2020
    It will require a lot of using our imaginations. I'm starting with Coruscant because I think most of my stories will be taking place there. The underground levels are tricky, so I think I might turn the central park lot into a huge underground construction with a couple of different districts to set events in. Then I'll start building the other worlds as the stories call for it and my characters need to travel. It's going to have to be a mix of gallery builds + my own, and I really really really want to see what other people create.
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    elanorbretonelanorbreton Posts: 14,549 Member
    I'm beginning to think that @CK213 has the best idea. Just having it as a theme park for sims to visit.

    For me, I think it will break my immersion if I try to make other worlds have a theme. There's always that darn mobile phone being whipped out, human backgrounds, newly generated sims in ridiculous outfits.

    So... i am giving up on my original plan lol.

    I may integrate a few aliens into my worlds, which I have never done before, but they will be secret at first. And then I'll see how it develops.
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    kemowerykemowery Posts: 371 Member
    edited September 2020
    I'm beginning to think that @CK213 has the best idea. Just having it as a theme park for sims to visit.

    For me, I think it will break my immersion if I try to make other worlds have a theme. There's always that darn mobile phone being whipped out, human backgrounds, newly generated sims in ridiculous outfits.

    So... i am giving up on my original plan lol.

    I think I'm going to go with most neighborhoods as aliens worlds, but I'll choose one to be Earth. The original films took place a long time ago, but that doesn't mean centuries or millennia; it could be decades. And faster-than-light travel is weird. So maybe humans from Earth are showing up there now.

    Also, since we still have a little bit of time before JTB comes out, I'm going to look into TwistedMexi's T.O.O.L. mod to see how useful it will be for this.

    EDIT: One quick test to see what's viable later:

    I can't use T.O.O.L. to grab or modify objects that already exist off the lot. So I can't select shell buildings and delete them or resize them or anything.

    *BUT* you can put something on your lot, size it up or down, move it off the lot, etc. So I can't use it to make an empty world, but, I mean ...

    118944693_10103611021515931_6159075063736842480_n.jpg?_nc_cat=102&_nc_sid=730e14&_nc_ohc=nSgQacpBkWkAX-bdGEt&_nc_ht=scontent-ort2-2.xx&oh=223fb7b79ec39b3506af218d43c0383d&oe=5F7A795F

    That's a statue sized up and stuck in one of the shell houses in Strangerville. It should be 100% possible to use T.O.O.L. to obscure most Earth buildings under rocks, large objects, or other shell buildings (like the ones we'll be getting in JTB).
    Post edited by kemowery on
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    cemason004cemason004 Posts: 6 New Member
    I have a few ideas....the one I am playing currently...one girl got dropped off at her grandmas house because her parents were going on a trip to a far far away location they couldn't disclose and a few days later her cousin shows up saying her parents disappeared and grandma ended up taking both girls in. I plan on making one girl follow the scientist career and they both figure out there is an alien world out there. Get involved in a different fraction go separate ways and never find their parents. ..


    I'd like to do a storyline with clubs (geeks that have comicons).


    And for build mode make a house with base game stuff and upgrade it using this pack but try not to make it look star wars-ish
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    LatinaBunnyLatinaBunny Posts: 4,666 Member
    edited September 2020
    My family and I recently finished watching The Mandalorian, and now I want to make a Sims family that has a Mandalorian, hehe! 🙂

    I also want to find that Baby Yoda statue or figure that was put in the game recently.
    ~*~Occult Family Player player~*~
    (She/her)
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    GracieO312GracieO312 Posts: 1,292 Member
    I'd love to share my ideas for this pack but I don't want to give away any spoilers for my ongoing supernatural story that I post here on the forums!

    Sorry! :heart:
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    kemowerykemowery Posts: 371 Member
    edited September 2020
    Here's my second test at obscuring Earth buildings using TOOL.
    118935552_10103611130143241_6829368180437321471_n.jpg?_nc_cat=104&_nc_sid=730e14&_nc_ohc=Dzk8G5MW40UAX8AQwnO&_nc_ht=scontent-ort2-2.xx&oh=8abeeff156e34981470a525ef93060f8&oe=5F7B0411

    That's an entire house and surrounding fence, and the shell of a motel in back, hidden. They're debug objects, though, so if you get too close, they will disappear, and sims will basically ignore them.

    I do have an idea of how I could obscure the streets and sidewalks: taking some of the flatter-topped rocks and sinking them down far enough that just the very top surfaces of them are visible. The downsides are that it'd be a ton of work and also it's not like all these rocks are being made part of the landscape--they're still part of my lot, just given location coordinates that are beyond the edges of the lot. So putting in lots and lots of debug items to try to erase all traces of Earth is probably a great way to punch your machine right in the graphics card.
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    crocobauracrocobaura Posts: 7,385 Member
    kemowery wrote: »
    Here's my second test at obscuring Earth buildings using TOOL.
    118935552_10103611130143241_6829368180437321471_n.jpg?_nc_cat=104&_nc_sid=730e14&_nc_ohc=Dzk8G5MW40UAX8AQwnO&_nc_ht=scontent-ort2-2.xx&oh=8abeeff156e34981470a525ef93060f8&oe=5F7B0411

    That's an entire house and surrounding fence, and the shell of a motel in back, hidden. They're debug objects, though, so if you get too close, they will disappear, and sims will basically ignore them.

    You could use the shell buildings that come with Batuu to obscure fake lots and other features in the neighbourhood.
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    SilentKittySilentKitty Posts: 4,665 Member

    I haven't patched my game yet but here is a mod that could be useful if it works with latest patch.


    I've used it in earlier saves and it really does remove a lot of stuff from the world, less things around that dates it to a specific time and place. I like it a lot. As I remember San Myshuno looks a little bit odd with this installed but if you are playing in the other maps they will look much more neutral. Kept this in my game for a save that took place in Oasis Springs and it was great.

    Hope it still works!


    tumblr_pw4ri9gv2U1yob6o9o1_1280.png
    https://pandorasimbox.tumblr.com/post/186961042163/timeless-version-1-a-world-decluttering-mod-if

    If you’re a fantasy or historical Sims player, all the modern clutter in the worlds probably really bugs you, huh? Me too! And I’m an impatient (but fabulous) 🐸🐸🐸🐸 who doesn’t like waiting around for other people to make stuff. So I created this mod to demodernise and declutter the Sims world.

    Modern street lights? Gone! The constant background of cars and planes? Outta here! City skyline? Bye byeeeee! Big ugly casinos and strip malls? SEE YA. Now you can play in a world that feels a little more… Timeless! (psst, see more pics here)

    Download link and extremely full details of what the mod does and doesn’t do under the cut.
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    kemowerykemowery Posts: 371 Member
    crocobaura wrote: »
    kemowery wrote: »
    Here's my second test at obscuring Earth buildings using TOOL.
    118935552_10103611130143241_6829368180437321471_n.jpg?_nc_cat=104&_nc_sid=730e14&_nc_ohc=Dzk8G5MW40UAX8AQwnO&_nc_ht=scontent-ort2-2.xx&oh=8abeeff156e34981470a525ef93060f8&oe=5F7B0411

    That's an entire house and surrounding fence, and the shell of a motel in back, hidden. They're debug objects, though, so if you get too close, they will disappear, and sims will basically ignore them.

    You could use the shell buildings that come with Batuu to obscure fake lots and other features in the neighbourhood.

    Yeah, that's my intent, but since the pack isn't out yet, I was testing to see what it was possible to do. If I can hide a modern building with one Star Wars shell, I'll do that.

    Also saw in some tutorial videos that TOOL can be used to replace the windows (and doors?) on apartments, and it should be able to put stuff out on the balconies on the Eco Lifestyle apartments.
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    SilentKittySilentKitty Posts: 4,665 Member
    kemowery wrote: »
    Here's my second test at obscuring Earth buildings using TOOL.
    118935552_10103611130143241_6829368180437321471_n.jpg?_nc_cat=104&_nc_sid=730e14&_nc_ohc=Dzk8G5MW40UAX8AQwnO&_nc_ht=scontent-ort2-2.xx&oh=8abeeff156e34981470a525ef93060f8&oe=5F7B0411

    That's an entire house and surrounding fence, and the shell of a motel in back, hidden. They're debug objects, though, so if you get too close, they will disappear, and sims will basically ignore them.

    I do have an idea of how I could obscure the streets and sidewalks: taking some of the flatter-topped rocks and sinking them down far enough that just the very top surfaces of them are visible. The downsides are that it'd be a ton of work and also it's not like all these rocks are being made part of the landscape--they're still part of my lot, just given location coordinates that are beyond the edges of the lot. So putting in lots and lots of debug items to try to erase all traces of Earth is probably a great way to punch your machine right in the graphics card.

    This is such a great idea!

    Haven't played around with that mod yet but I really really like how versatile it is :)
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    Atreya33Atreya33 Posts: 4,430 Member
    kemowery wrote: »
    Here's my second test at obscuring Earth buildings using TOOL.
    118935552_10103611130143241_6829368180437321471_n.jpg?_nc_cat=104&_nc_sid=730e14&_nc_ohc=Dzk8G5MW40UAX8AQwnO&_nc_ht=scontent-ort2-2.xx&oh=8abeeff156e34981470a525ef93060f8&oe=5F7B0411

    That's an entire house and surrounding fence, and the shell of a motel in back, hidden. They're debug objects, though, so if you get too close, they will disappear, and sims will basically ignore them.

    I do have an idea of how I could obscure the streets and sidewalks: taking some of the flatter-topped rocks and sinking them down far enough that just the very top surfaces of them are visible. The downsides are that it'd be a ton of work and also it's not like all these rocks are being made part of the landscape--they're still part of my lot, just given location coordinates that are beyond the edges of the lot. So putting in lots and lots of debug items to try to erase all traces of Earth is probably a great way to punch your machine right in the graphics card.

    OK, now you have given me a reason to finally try out the tool mod. This looks very useful
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    SimburianSimburian Posts: 6,914 Member
    kemowery wrote: »
    I might hunt around for more CC, since the only CC in this picture is the face markings, and maybe the skintone, but I can't keep track of which skintones are and aren't CC off the top of my head. I'd like more hair with ears, and maybe there's some fake fur skintones out there, but anyway, here's my first stab at Catarina Lynx as a Cathar, because why shouldn't the cat lady also be a catgirl?
    118506309_10103605471059091_8861735273518817035_n.jpg?_nc_cat=110&_nc_sid=730e14&_nc_ohc=YIveQL6op24AX__M8fo&_nc_ht=scontent-ort2-2.xx&oh=00340c7c5639ffbc0e6d4b46fb1d8261&oe=5F7546D2

    E E Smith who wrote Vortexblaster* in the 1940's had the first catgirl I read about. She was of a real alien cat species though. Very strong and athletic and a gambler! Her tail was a real expression of her emotions and I can't see something in the game to recreate that. She lashed it a lot! Catwoman in the film is a poor imitation.

    *The last of his Lensmen series which a lot of SF film makers like George Lucas read when young and probably influenced, subconsciously, most series & films too.
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    DannydanboDannydanbo Posts: 18,057 Member
    I'm beginning to think that @CK213 has the best idea. Just having it as a theme park for sims to visit.

    For me, I think it will break my immersion if I try to make other worlds have a theme. There's always that darn mobile phone being whipped out, human backgrounds, newly generated sims in ridiculous outfits.

    So... i am giving up on my original plan lol.

    I may integrate a few aliens into my worlds, which I have never done before, but they will be secret at first. And then I'll see how it develops.

    If that is your plan now, how about making one neighborhood in your world just for that alien race. Then it will seem as if a ship of aliens moved to Earth and reside in that one neighborhood, next to another race in that neighborhood and so on. If I'm going to have Batuu aliens on my planet then they will live in a group to share their common bonds. Could be fun.
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    kemowerykemowery Posts: 371 Member
    Atreya33 wrote: »
    kemowery wrote: »
    Here's my second test at obscuring Earth buildings using TOOL.
    118935552_10103611130143241_6829368180437321471_n.jpg?_nc_cat=104&_nc_sid=730e14&_nc_ohc=Dzk8G5MW40UAX8AQwnO&_nc_ht=scontent-ort2-2.xx&oh=8abeeff156e34981470a525ef93060f8&oe=5F7B0411

    That's an entire house and surrounding fence, and the shell of a motel in back, hidden. They're debug objects, though, so if you get too close, they will disappear, and sims will basically ignore them.

    I do have an idea of how I could obscure the streets and sidewalks: taking some of the flatter-topped rocks and sinking them down far enough that just the very top surfaces of them are visible. The downsides are that it'd be a ton of work and also it's not like all these rocks are being made part of the landscape--they're still part of my lot, just given location coordinates that are beyond the edges of the lot. So putting in lots and lots of debug items to try to erase all traces of Earth is probably a great way to punch your machine right in the graphics card.

    OK, now you have given me a reason to finally try out the tool mod. This looks very useful

    I'd say check out TwistedMexi's tutorial videos before digging in. The tool is fairly simple to use but in no way is it very intuitive to use.

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    Cavapoo_KingCavapoo_King Posts: 5,148 Member
    I am going to attempt a batuu style penthouse and mabey create an army of drones
    Gallery ID: cavapoo_king
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    elanorbretonelanorbreton Posts: 14,549 Member
    Dannydanbo wrote: »
    I'm beginning to think that @CK213 has the best idea. Just having it as a theme park for sims to visit.

    For me, I think it will break my immersion if I try to make other worlds have a theme. There's always that darn mobile phone being whipped out, human backgrounds, newly generated sims in ridiculous outfits.

    So... i am giving up on my original plan lol.

    I may integrate a few aliens into my worlds, which I have never done before, but they will be secret at first. And then I'll see how it develops.

    If that is your plan now, how about making one neighborhood in your world just for that alien race. Then it will seem as if a ship of aliens moved to Earth and reside in that one neighborhood, next to another race in that neighborhood and so on. If I'm going to have Batuu aliens on my planet then they will live in a group to share their common bonds. Could be fun.
    Well i do have a guy in Strangerville who is obsessed with outer space and aliens. I planned to have him meet and marry an alien via Sixam, and his visit there opens the gate for aliens to come through to the sim worlds.

    I thought they could gradually take over an area of a world, building their own homes to their liking.
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    YunaYuna Posts: 231 Member
    I am buying the pack and play each story one time(I´m not a starwars fan though) but my main reason to buy this pack is the furniture stuff.
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    HaflingerHaflinger Posts: 973 Member
    Hey there Spectre Seven, what'cha doing with those paints?

    AK9Kwup.png

    He needs proper Batuuan toddler clothes. almost 5 hours to go. 😬
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    erimurpheyerimurphey Posts: 173 Member
    I'm creating a teenager and her baby brother who ran away from their abusive mother. She's not above stealing to get by and she might even be a little tempted by the Dark Side. The only problem is I'm not a hard core Star Wars fan so I don't know what to name these two. Any suggestions? :)
    Sul Sul!

    Origin i.d.: erimurphey
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    HaflingerHaflinger Posts: 973 Member
    erimurphey wrote: »
    I'm creating a teenager and her baby brother who ran away from their abusive mother. She's not above stealing to get by and she might even be a little tempted by the Dark Side. The only problem is I'm not a hard core Star Wars fan so I don't know what to name these two. Any suggestions? :)

    Just gotta figure out what planet they're from, if you're going with a Star Wars theme. Certain places have different naming conventions. Tatooine tends to go with flashy sort of surnames for some people (Darklighter, Sandskimmer, etc.) I'm presuming they're Human or at least Near-Human?
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    kemowerykemowery Posts: 371 Member
    Haflinger wrote: »
    erimurphey wrote: »
    I'm creating a teenager and her baby brother who ran away from their abusive mother. She's not above stealing to get by and she might even be a little tempted by the Dark Side. The only problem is I'm not a hard core Star Wars fan so I don't know what to name these two. Any suggestions? :)

    Just gotta figure out what planet they're from, if you're going with a Star Wars theme. Certain places have different naming conventions. Tatooine tends to go with flashy sort of surnames for some people (Darklighter, Sandskimmer, etc.) I'm presuming they're Human or at least Near-Human?

    Also some human names work just fine. Skywalker isn't a common name, but Luke and Leia (well, Leah) both are. I'm keeping a bunch of the human sims and just planning to re-dress them and put them in more SW-themed housing ... but most of the Goths could be Star Wars names. Or Raj Rasoya, or the Bheedas, or the Tinkers. Liberty Lee seems a little Earth-specific, but then one of my favorite characters from KOTOR was Mission Vao, so ....
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    HaflingerHaflinger Posts: 973 Member
    kemowery wrote: »
    Haflinger wrote: »
    erimurphey wrote: »
    I'm creating a teenager and her baby brother who ran away from their abusive mother. She's not above stealing to get by and she might even be a little tempted by the Dark Side. The only problem is I'm not a hard core Star Wars fan so I don't know what to name these two. Any suggestions? :)

    Just gotta figure out what planet they're from, if you're going with a Star Wars theme. Certain places have different naming conventions. Tatooine tends to go with flashy sort of surnames for some people (Darklighter, Sandskimmer, etc.) I'm presuming they're Human or at least Near-Human?

    Also some human names work just fine. Skywalker isn't a common name, but Luke and Leia (well, Leah) both are. I'm keeping a bunch of the human sims and just planning to re-dress them and put them in more SW-themed housing ... but most of the Goths could be Star Wars names. Or Raj Rasoya, or the Bheedas, or the Tinkers. Liberty Lee seems a little Earth-specific, but then one of my favorite characters from KOTOR was Mission Vao, so ....

    And we cannot forget Derek "Hobbie" Klivian. Gavin Darklighter from Rogue Squadron in Legends had a pretty "normal" name too. And there's always Corran Horn. NeuCanon's had folks like Alexsandr Kallus, Caleb Dume, Ezrea Bridger, etc.
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    kemowerykemowery Posts: 371 Member
    edited September 2020
    My current plan is to take my mods out of my mods folder a few at a time to see if one of them is why I'm not seeing a map of Batuu when I try to travel there. I'm hoping it's not MCCC or UI Cheats.

    EDIT: It might have been TOOL. Looks like TwistedMexi uploaded a new version saying that the previous version would just display a white screen instead of Batuu, which is exactly what I was having happen. Will check.

    EDIT 2: It was TOOL. New update fixed it.

    Haven't gotten to do much with my Star Wars save because I was trying to fix that issue and then getting a feel for the actual gameplay. The CAS isn't quite as robust as I'd hoped, but between it, Realm of Magic, some of the other packs (there's a rustic peasant sort of outfit from Outdoor Retreat that works really well) and some CC, I should be able to get some variety in outfits.

    Unfortunately, without some sort of "superglue" mod to keep alien hats on all the time, I probably won't be making a lot of alien characters. (I also really miss TS3's option where you could lock some part of your wardrobe and it would be constant in all outfits, like glasses or, say, Twi'lek tentacles.)

    But I did check and you can put Star Wars food on the menus of non-Batuu restaurants.
    Post edited by kemowery on
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