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LIFE STRUGGLES PACK - Memories / Therapist / Wants&Fears / Personality sliders / Consequences

carpe_diemcarpe_diem Posts: 280 Member
edited September 2021 in The Sims 4 Game Feedback
Hi Simmers!
Hope you are all doing well during these times.


Here comes a pack idea on Consequences / Therapist career / Memories / Personality (Sliders & Developed traits)

😊 Please leave a vote and feel free to share your own ideas & opinions! 😊


SIMS 4 LIFE STRUGGLES
Gamepack + Updates to Base Game
(or as an addition to a GENERATIONS PACK)
No new world, all resources on gameplay and bug-fixes.

SHORT DESCRIPTION
Sims now have a memory system, remember their Struggles and collect points from their Negative & Positive Life experiences. Negative Life / Childhood points can get Resolved (treated) with their Positive Life / Childhood points. To much “struggles”? … or to little? Don't worry, it´s easy to be a loser in a world full of winners, and both failures and success will give you new exciting challenges and possibilities. Sims will try to adapt to their surrounding and there is a chance/risk of developing a new Childhood trait and a Life trait as a result of your sims suffering and well-being over a longer period of time. Is the world to tough for you? Just try to be some more… Narcissistic? Or are your sim kind of… Naive, and really FREAKS OUT when hearing about others “struggles”…?!

Depending on what your sims experience in life and how they deal with it, it will affect their Self-Esteem and Meaningfulness.
What direction does your sim wants to strive towards right now? Choose up to 2 of 21 different LIFE DIRECTIONS (Family / Career / Vanity / etc) that will give your sims negative & positive whims and Quest wants (time-limited & bigger choosen Quests). Complete and gain / lose Satisfaction points + Meaningfullness points + Self-esteem points. Change your direction at any time, set your goals and strive towards it.

Do you face difficulties in your relationships? Or are you tired of being you? Maybe you need some self-development? Do the work by yourself or seek some professional help through Therapy and talk with a Psychologist (therapist sims 2!). Or don´t talk so much, just feel the energies, try some Art therapy or Acupuncture with a Healer. Or why not try your luck in the new Therapist career? Choose between branches Therapist / Healer and Open your own practice at home! Guide your patients throught their emotions & cash in the money.

Guide your sims through life, enjoy the good moments and stay sane through pain. Will your sims have a fulfilling life… or will it feels more like a loooong swim in a pool without ladders… 😉
sims1.jpg?quality=90&strip=all&zoom=1&resize=644%2C429&ssl=1
The definition of having a bad day: realizing that you forgot to buy a ladder AFTER you jumped into the pool

NEW CAREER: Therapist, branches: Psychologist (hypnosis-tool from sims 2) or Healer (acupuncture table)
NEW SENTIMENT:
1. Lifelong Sentiments = remain the same if you don´t work on them (ex. negative upbringing Parenthood GP)
2. "Guilty" 3. “Intruding/this sim has no boundaries” (negative sentiment about another sim, possibility to get this when a sim shares to much personal info with a low relationship, more frequent if the receiver of the info has the trait Light-hearted/Spoiled/Commitments issues/Repulsive), 4. “Insensitive” 5. "Jealous of" (envy)
NEW SKILL: ”Life skill"
NEW TRAITS: New Personality system with sliders and new Developed Childhood / Life traits (developed under a long period of time and is based on what your sim is experiencing in life. Ex.: Anti-social / Narcissistic / Unlucky / Megalomania).
NEW INTERACTIONS *“Share “struggles” (get to know the other sims “Struggles”) and *”Share info about positive life points” or “Share info about negative life points”) *"Share memory" (when having a "memory moodlet")
NEW AMBITIONS: Wisdom & Self love
NEW RELATIONSSHIP
Professional relations (you´re not their friend but they can gain your trust. Choose the interaction: Get to know IRL to start a real relationship).
NEW EMOTIONAL STATE
Anxious, Insecure (opposite of “Confident”).
NEW MOODLET
Fundamental moodlets = a moodlet that will remain the same and stay for a longer period of time before it remove itself.
Fundamental moodlets: "Serenety" / “Depressed” (e.g. ”depressive” fundamental moodlet -> stay for a longer time and lower all positive moodlets).
NEW FEATURES
  • Personality system with sliders + Develop Life traits and Childhood traits BASE GAME & LIFE STRUGGLES
  • Collect Negative & Positive “Life points”, “Childhood points” & Struggles from life experiences LIFE STRUGGLES
  • Self-development & Therapy LIFE STRUGGLES
  • Memory system (Positive/Negative/Redefined memories) BASE GAME
  • Self-Esteem system BASE GAME
  • Meaningfulness system BASE GAME
  • Life directions: Want & Fears system / updated whims system BASE GAME


LIFE STRUGGLES PACK
  • LIFE POINTS & CHILDHOOD POINTS
    Sims now collects negative or positive Life points & Childhood points from different categories of events in adulthood and childhood. The amount of Positive & Negative points will affect your sims Self-Esteem, Meaningfulness and give a chance/risk of developing new unique traits. You can use your points gained by positive Childhood / Life points to resolve (= treat) negative Childhood / Life points to avoid negative consequences. But if an experience gets really tough (collects very high “negative points”), it´s risks developing into a real Struggle. Sims can have a Negative, Positive or Neutral childhood..
    Negative life experiences – Negative life points / Resolved points
    (for ages: young adult-elder)
    Consequences / Negative Life traits
    • Negative life points = 100-80% and Resolved points = 0-20% under a longer period of time, chance/risk of Life traits: Unlucky / Anxious / Self-pitying / Insecure / Cynical / Lack of trust / Pessimistic / Altruistic
    Collects points from following categories:
    1. Negative childhood (predominant negative “Childhood experiences”)
    2. Guilt & Shame
    *Cheating *Hurt someone (psychological) *Hurt someone (physical) *Initiated divorce/break-up *Own child had negative childhood *Minimized (to the lowest) “Self-esteem” points (temporary)
    3. Negative friendship
    *No friends (for a longer period of time) *Loneliness (low social bar and no interaction for a longer period of time) *Lost friendship *Fight with a friend *Brawl with a friend *Rejections (friendly)
    4. Negative family
    *Negative/no relationship with family member (young adult-elder) *Brawl with a family member *Fight with a family member *Unsafe with family member
    5. Negative romantic
    *Was betrayed (romantic) *Divorce/break-ups *Rejections (romantic)
    6. Failures
    *Demoted/fired *Fulfilled a “fear”/”quest fear” *Low grades *Failed university studies *Minimized (to the lowest) “Meaningfulness” points (temporary)
    7. Unsafety
    *Near death experiences *Unsafe with another sim *Unsafe experience (scared emotion)
    8. Other
    *”Negative memories” (young adult-elder, see “Memories” down below) *Deaths (other sims) *Death (own, if ghost) *”Struggles” (more info: see “Struggles” down below)
    Negative childhood experiences – Negative childhood points / Resolved points
    (for ages: toddler-teen)
    Consequences / Negative Childhood trait:
    • Negative Life points = 100-80% and Resolved points = 0-20% under a longer period of time, chance/risk of Life traits: Unlucky / Narcissistic / Clingy / Self-critical / Anxious / Insecure / Cynical / Lack of trust / Commitments-issues / Aggressive / Altruistic / Egoistic / Repulsive / Pessimistic / Optimistic / Self-pitying / Boundaryless
    • If Negative life points = 98-100% and Resolved points + Positive childhood points + Positive Life points = 0-2% under a longer period of time, risk/chance of Childhood traits: Anti-social / Samaritan / Sensitive maniac (Vincent van Gogh, if a Sensitive temperament) / Rational maniac (JohnNash / Mad scientist, if a Rational temperament)
    Collects points from following categories:
    1. Negative parental care
    *Parents divorces/break-ups *Parents fight/brawl *Absent parent *Cold parent *Uninterested parent *Hurt by parent (psychological) *Hurt by parent (physical) *Felt unsafe with parent (witnessed a parent hurt a family member/friend) *No comfort when sad/negative emotion *Derogatory parent
    2. Guilt
    *Hurt someone (psychological) *Hurt someone (physical) *Bullied someone (Education pack)
    3. Negative friendship
    *No friends (for a longer period of time) *Loneliness (low social bar and no interaction for a longer period of time) *Lost friendship *Fight with a friend *Brawl with a friend *Rejections (friendly) *Bullied
    4. Negative family
    *Negative/no relationship with family member *Brawl with a family member *Fight with a family member *Unsafe with family member (not parent)
    5. Negative romantic (age: teen)
    *Was betrayed (romantic) *Break-ups *Rejections (romantic)
    6. Failures
    *Demoted/fired *Fulfilled a “fear”/”quest fear” *Low grades (kids-teens) *Minimized (to the lowest) “Self-esteem” points (temporary) *Minimized (to the lowest) “Meaningfulness” points (temporary)
    7. Unsafety
    *Near death experiences *Unsafe with another sim (not friend/family) *Unsafe experience (scared emotion)
    8. Other
    *”Negative memories” (child-teen, see “Memories” down below) *Deaths (other sims) *Death (own, if ghost) *”Struggles” (more info: see “Struggles” down below)
    Positive life experiences - Positive life points / Used points
    (for ages: young adult-elder)
    Consequences / Positive life trait:
    • Positive Life points = 100-80% and Negative Childhood / Life points = 0-20% under a longer period of time, chance/risk of Childhood traits: Lucky / Optimistic / Megalomania / Empathic / Ordinary
    Collects points from following categories:
    1. Positive childhood (predominant positive “Childhood experiences”)
    2. Honour & Pride
    *Saved someone’s life *Gold marriage/partnership (married/partners for a very long time) *Own child had positive childhood *Maximized “Self-esteem” points (temporary)
    3. Positive friendship
    *Friendship (best/good/regular) *Deeply connected (not family) *Encouragement (not family member) *Positive sentiments with friend
    4. Positive family
    *Have a child/grandchild *Positive relationship with family member (young adult-elder) *Deeply connected with family member *Encouragement (only family member) *Positive sentiments with family member
    5. Positive romantic
    *Married/engaged/became partner *Positive romantic sentiments gained (own) *Positive romantic sentiments gained ( by other about your sim)
    6. Success
    *Promoted/Salary rise *Fulfilled a “want”/”quest want” *High grades (young adult-elder) *Got an university degree *Graduated with honors (from university) *Graduated with honors (from high school) *Completed an ambition *Owner of a 5-star business/restaurant/clinic *Maximized “Meaningfulness” points (temporary) *Maximized a skill
    7. Safety
    *Felt safe with another sim *Safe experiences (“Feels safe” moodlet)
    8. Other
    *”Positive memories” (young adult-elder, see “Memories” down below) *Self-development (learning about life skill/go to therapy/do yoga/meditate/meditative walk – SPA DAY GP/SNOWY ESCAPE EP)
    Positive childhood experiences - Positive childhood points / Used points
    (for ages: toddler-teen)
    Consequences / Positive childhood trait:
    • Positive Life points = 100-80% and Negative Childhood / Life points= 0-20% under a longer period of time, chance/risk of Life traits: Lucky / Optimistic / Spoiled / Naive / Empathic / Lot of trust / Light-Hearted / Megalomania
    Collects points from following categories:
    1. Positive parental care
    *Positive relationship with parent *Parents positive relationship (them) *Present parent *Loving/Caring parent *Involved/Interested parent *Felt safe with parent *Comforted when sad/negative emotion *Encouraged by parent
    2. Honour & Pride
    *Saved someone’s life
    3. Positive friendship
    *Friendship (best/good/regular) *Deeply connected (not family) *Encouraged (not family member) *Positive sentiments with friend
    4. Positive family
    *Got a sibling *Positive relationship with family member (toddler-teen) *Deeply connected with family member (toddler-teen) *Encouraged (only by family member) *Positive sentiments with family member
    5. Positive romantic (age: teen)
    *Became partner *Positive romantic sentiments gained (own) *Positive romantic sentiments gained (by other about your sim)
    6. Success
    *Promoted/Salary rise *Fulfilled a “want”/”quest want” *High grades (child-teen) *Completed an ambition *Maximized “Meaningfulness” points (temporary)
    7. Safety
    *Felt safe with another sim *Safe experiences (“Feels safe” moodlet)
    8. Other
    *”Positive memories” (child-teen, see “Memories” down below) *Self-development (learning about life skill/go to therapy/do yoga/meditate/meditative walk – SPA DAY GP/SNOWY ESCAPE EP)
  • CONSEQUENCES - LIFE TRAITS & CHILDHOOD TRAITS
    The consequences of your sims collected Negative / Positive / Resolved Childhood points & Life point will affect your sims Self-Esteem and Meaningfulness, and also give your sim the chance/risk of developing a Childhood trait (develops at age child-teen) & a Life trait (develops at age young adult-elder). How much positive/negative points your sim is collecting from an event is based on many different factors (what age your sim is, gained moodlets/emotions/sentiments from the event, current relationships/emotional state, etc).

    Consequences - Life & Childhood traits
    Some examples:
    Narcissistic
    Developed: (at age child-teen), 80-100% negative childhood points and at the same time 0-20% “resolved points” under a longer period of time.

    *Collects lower negative points from following categories: Guilt
    *Harder to get a “Guilty” sentiment
    *Increased performance in following careers: Actor, Entertainer, Critic, President (Politician)
    *Often unrealistically high goals (=Wants/Chosen want) that are harder to fulfill. Higher Meaningfulness points and Self-Esteem points from completing wants/quests, but also higher loss of it when failing (=a narcissistic sim will tend to oscillate between hubris and self-loathing).
    *2 new self-options (click on self) when having negative emotions: 1. “project/projection on…” (choose known sim in your surrounding). This will give the moodlet “it´s not my fault!” (+2 confident), decreasing the relations ship with the chosen sim and decreasing the negative feeling, possibility to get an angry/hurt sentiment for the other sim (even from no interaction). 2. “Self-pity” to get the moodlet “self-pitying” (+2 happy).
    *New interaction: “Dimish (another sim)” increasing the “Self-Esteem points” for your sim and decreasing it for the other sim.
    *Tend to get more “Wants” about fame, fortune, power, Vanity and admiration/etc.
    *Easily offended and get more “hurt” sentiments
    *Easily envious/(jealous of?) and more often get the “envy…”(/"jealous of?)-sentiment
    *Higher embarrassment from embarrassed moodlets.
    *More bragging interactions.
    *Tensed moodlet at lower career levels, Confident moodlet at higher

    Self-Critical
    Developed: (at age child-teen), 80-100% negative childhood points and at the same time 0-20% “resolved points” under a longer period of time.

    *Increased performance in following careers: all careers
    *Lower Self-esteem points when completing wants/quests and higher lose of Self-Esteem point when failing (and failing with things in general).
    *Tend to get more regular “Wants” about changing their self: become smarter/leaner/stronger/more successful.
    *Collects self-esteem point after skill gain, promotion or a workout.
    *Slightly increase of “Self-Esteem points” when working hard at work/school.

    Anti-social
    Developed: (at age child-teen), 98-100% negative childhood points and at the same time 0-2% positive childhood points under a longer period of time.

    *Will not collect any negative point from the “Guilt ”category
    *Will never get a “guilty” sentiment
    *Will never get an embarrassed moodlet
    *Increased performance in following careers: Criminal, Business, Critic, President (Politician)
    *Decreased performance in following careers: Therapist, Detective, Charity organizer (Politician)
    *Can´t chose following “life directions”: Goodness
    *Faster learning abilities
    *New interaction: “Manipulate” (chose action = e.g. manipulate a sim get the sentiment “impressed”/manipulate a sim to give you money/etc), “Control” (another sim) (change their “wants”), “Break (other sim)” (=decrease in the other sims “Meaningfulness points”), “Dimish (another sim)” increasing the “Self-Esteem points” for your sim and decreasing it for the other sim.
    *Never gets “wants” about caring for other sims
    *Tend to get more “Wants” about fame, fortune, admiration, Power, Vanity, Evilness
    *Easier to get negative sentiments with other sims (“afraid of”)
    *PARENTHOOD GP: can´t develop the compassionate trait
    *Can´t choose following CAS-traits: Good

    Samaritan
    Developed: (at age child-teen), 98-100% negative childhood points and at the same time 0-2% positive childhood points under a longer period of time.

    * Increased performance in following careers: Therapist, Charity organizer (Politician)
    *Decreased performance in following careers: Actor (Get Famous), Entertainer, Critic (City Living), Business, Salary person (Snowy Escape)
    *Can´t chose following “life directions”: Evilness
    *New interaction: “heal” (other sim, gives the other sim “positive life points” and reduces negative feelings)
    *Tends to get more “regular” wants about “Goodness” and gets much higher “Meaningfulness points” and “Self-Esteem points” from completing “Goodness”-wants/quests
    *Never gets “wants” about hurting other sims
    *Stronger negative moodlets and decreased “Self-Esteem points” when hurting others
    *Easier to get positive sentiments with other sims
    *Others sims can gain the “impressed”/”admired” sentiment for your sim (because of goodness/empathy)
    *PARENTHOOD GP: can´t develop the insensitive/argumentative trait
    *Can´t choose following CAS-traits: Evil, Mean, Kleptomaniac

    Spoiled
    *Developed: (at age child-teen), 100-80% "Positive life points" and at the same time 0-20% ”negative childhood+life points”= 0-20% under a longer period of time

    *Decreased performance in following careers: all careers
    *Often unrealistically high goals (=Wants/Chosen want)
    *Small and constant increase in “Self-Esteem points”
    *Lower increase in “Meaningfulness points”, when completing “wants”/”Chosen want” but much higher decrease in it when failing but no/small decrease in “Self-Esteem points”
    *Decreased “Meaningfulness points” when having a negative experience/feeling
    * 1 new new self-option (click on self) when having negative emotions: “self-pity” to get the moodlet “self-pitying” (+2 happy)
    *Often reacts negative if another sim share their “struggles” or “negative points”, and can appear insensitive (sentiment)

    Naive
    *”Positive life points”= 100-80% and ”negative childhood+life points”= 0-20% under a longer period of time*Decreased performance in following careers: Therapist, Criminal, Business, Detective
    *Overreacting when hearing about another sims “struggles” or “negative Lifepoints” = big drop in “Meaningfulness points” and gets the negative moodlet: “FREAKING OUT!” with a scared/anxious/etc buff.
    (And so on...)
    Consequences - Additional: (other than life/childhood traits)
    *High “negative points” +low “resolved points = faster decrease in “Meaningfulness points” and “Self-Esteem points”, more negative emotions (anxious, scared, embarrassed, etc) and negative moodlets.
    *Low “negative points” +high “resolved points” = Slight increase in “Meaningfulness points” and “Self-Esteem points”
    *High “positive points” +low “negative points”/or high “resolved points” = faster increase in “Meaningfulness points” and “Self-Esteem points”, more positive emotions and moodlets.
  • STRUGGLES & REWARD TRAITS
    If an experience collects very high Negative Childhood / Life points it will become a Struggle. Under the “Struggle” section you can see all experiences that became a “Struggle”. It will show a small version of the symbol for the “memory” and how much negative points that were collected.

    Struggles can´t just be resolved with Positive Life / Childhood points but also needs to be treated separately with several visits with your Psychologist/Healer and tasks/quest to complete. (The task/quest is in the same area as the "struggle"). Untreated Struggled will cause negative moodlets with faster decrease in “Meaningfulness points” and “Self-Esteem and negative buffs (anxious, scared, embarrassed, etc). Big boost in “Self-esteem points” when successfully treated a Struggle.

    When a Struggle is successfully treated, the symbol will change to GOLDEN and your sim will have the possibility to develop a new reward trait. That way you can always go back to your sims ”Struggles” section and see what your sim has accomplished in life.

    Reward traits
    If your sim develop and successfully treat several ”Struggles” in their life they will have the chance to develop a new reward trait that:
    *Increase work performance in therapist career/doctor/other caring professions
    *Get an individual moodlet when bad things appear
    *Collecting lower negative points

    Reward traits from treating “struggles”:
    TOUGH
    *Can get the individual Moodlet: ”Life is tough” (lower the negative effect of the bad emotion/moodlet) when bad things occur
    *Sim with the “tough” trait can get irritated and have a hard time socializing with sims with the “spoiled”/”naive” trait
    CONTENDED
    *Can get the individual moodlet ”I been through worse” (lowering the negative effect of the bad emotion/moodlet) when bad things occur
    *At random times gets the moodlet “Contended” (+2 happiness)
    THANKFUL
    *Can get the individual Moodlet “I can do this (done it before…)” when bad things occur(+2 confident moodlet)
    *At random times gets the moodlet ”I believe I´m lucky?” (works similar to the ”Lucky” trait and give a temporary boost in luck).
  • NEW CAREER - THERAPIST & HEALER
    Therapist
    The eccentric therapist from sims 2 is back in town! Open your own practice at home and treat patients (for kids-elders). Share your patients negative emotions and try to change the emotion/calm down (the patient/your sim) before the time runs out and complete tasks specially adapted for each branch: Psychologist (hypnosis/play therapy/etc) or Healer (acupuncture/art therapy/etc).
    7548ab07ce0f114f03c471c5fc9a4f41.jpg
    Remember me? :smiley: The eccentric therapist from sims 2 is back in town!
    Psychologist (university degree)
    Build relationship with your patients, gain their trust, interpret their dreams, teach Life skill, perform hypnosis, perform play therapy (kids),
    Skills: Charisma, Logic, Life skill
    Rewards: Dream interpretation book, NEW interaction: ”clicker train” other sims (the other sim can get the moodlet ”humiliated” or ”I´m a good boy!”), Hypnosis-tool (from sims 2)

    Healer (no university degree)
    Feel the energies and perform acupuncture (+massage SPA DAY), teach Life skill, paint art therapy with patient (kids-elders), perform play therapy (kids), perform garden therapy(teen-elders), grew herbs and brew herbal medicine (OUTDOOR RETREAT), do/teach yoga/meditation (SPA DAY)
    Skills: Life skill, Painting, Gardening, Wellness (massage SPA DAY + acupuncture), Yoga skill (updated to a separate skill, SPA DAY), Meditation (updated to a separate skill, SPA DAY).
    Rewards: Acupuncture table
  • THERAPY
    Seek therapy (for ages: child-elder) and collect positive Life points, treat Struggles (get a quest to complete), get some help with your relations (therapy for family / friends / couples), learn about the Life skill and much more. Se all options down below:
    1. Resolve negative life experiences (= collect positive Life points)
    2. Treat Struggles =>choose what Struggle & get a quest to complete
    3. Remove a Life / Childhood trait
    4. Therapy for couples / friends / family members (resolve a lifelong sentiment / resolve conflict / get a boost in the relationship / get a new sentiment).
    5. Study Life skill
    6. Remove +add a regular ”fear/want” (random/2nd direction. You will immediately get a new one)
    7. Remove/move memory/memories
    8. Remove a moodlet
    9. Remove a lifestyle
    10. Change emotion
    11. Motivational speak (Get the moodlet inspired/confident and a career boost that last 24 h)
    12. Pep talk (increasing “Self-Esteem points”)
    13. Change a trait (CAS-trait)
    14. Increase character value (Parenthood GP)
    15. Treat with antidepressant (increase ”Meaningfulness points” / "Aspiration bar" if in the ”depressed” state)
    16. Change Basic Personality Trait / Temperament (just one up/down at a time, only possible if not crashing with a developed childhood/life trait (e.g. “rational maniac” need to be "rational")


UPDATE TO BASE GAME
  • PERSONALITY SYSTEM WITH SLIDERS
    Personality_%26_Aspiration.png
    All sims will now have a basic personality/temperament in addition to their traits. The sims 1 & 2 combine the sims 3 & 4, and you will have the option to choose how much or little your sim has of some Temperament traits. In a scale between 1 to 10 where 1-5 points going to give you a different amount of a Temperament trait (e.g. Sensitive) and 6-10 points is going to give you a different amount of the opposite trait (eg. Rational).
    You set your sims Temperament in CAS mode and use a scale of 1 to 10 for each Temperament trait (see example down below). Sims that are born in the game will inherit a personality based upon their parents and grandparents Temperament. But you can always (try to) change a Temperament through therapy .

    Basic personality and scale
    1 point => extremly high level of SENSITIVE
    2 points => very high level of SENSITIVE
    3 points => medium level of SENSITIVE
    4 points => low level of SENSITIVE
    5 points => very low level of SENSITIVE
    6 points => very low level of RATIONAL
    7 points => low level of RATIONAL
    8 points => medium level of RATIONAL
    9 points => very high level of RATIONAL
    10 points => extremly high level of RATIONAL


    EXAMPLE
    1 points of SENSITIVE (extremly high level) = most affected by the SENSITIVE trait => most SENSITIVE moodlets & personality benefits/disadvantages.
    Basic Personality/Temperament: (Level: 1-10)
    1. SENSITIVE - RATIONAL
    SENSITIVE (1-5)
    *Faster increasing skills: Creativity skills, Pet skills, Life skill
    *Increased performance in following careers: Therapist, Doctor, creative careers
    *Decreased performance in following careers: Detective, Law, Military, Secret agent
    *Easier to gain sentiments
    *Collects higher negative life points from negative experiences
    *Collects higher positive life points from positive experiences

    RATIONAL (6-10)
    *Faster increasing skills: Logic skills
    *Increased performance in following careers: Detective, Law, Military, Secret agent
    *Decreased performance in following careers: Therapist, creative careers
    *Harder to gain sentiments
    *Collects lower negative life points from negative experiences
    *Collects lower positive life points from positive experiences

    LIFE STRUGGLES PACK
    *If having a very “negative childhood” +high point in SENSITIVE = risk of developing Sensitive maniac trait
    *If having a very “negative childhood” +high points in RATIONAL = risk of developing Rational maniac trait
    2. INTROVERT – EXTROVERT (Shy - Outgoing)
    INTROVERT (1-5)
    *Decreased performance in following careers: Entertainer, Comedian, Actor
    *Faster decreasing energy bar around unknown/acquaint sims
    *Slower decreasing social bar
    *Can get the moodlet Overwhelmed introvert around (unknown) sims
    *Can get the moodlet Shy around (unknown) sims
    *Harder to socialize with new sims
    *Higher risk of getting the Social anxious moodlet (when low points in Self-Esteem)
    *More negative feelings/moodlets around new/unknown sims
    *Tend to get less/no whims about parties/social events/getting to know new sims/attention
    *Tend to get more fears (whims) about making a fool of themselves/social embaressment/to be in the centrum of attention

    CAS Traits only available for INTROVERT: Loner
    CAS Traits not available for INTROVERT: Outgoing

    EXTROVERT
    *Increased performance in following careers: Entertainer, Comedian, Actor
    *Faster increasing skill: Charisma
    *Slower decreasing energy bar around unknown/acquaint sims.
    *Faster decreasing social bar
    *Can get the moodlet Exited extrovert around other sims.
    *Easier to socialize with new sims
    *More positive feelings/moodlets around new/unknown sims
    *Tend to get more whims about parties/social events/getting to know new sims

    CAS Traits only available for EXTROVERT: Outgoing
    CAS Traits not available for EXTROVERT: Loner
    3. PLAYFUL - SERIOUS
    PLAYFUL(1-5)
    *Faster increasing skills: Creativity skills, Comedy skills
    *Increased performance in following careers: Creative careers, Babysitter career (part time job)
    *More often playful and inspired emotion/moodlets
    *Faster Bored or Tensed when performing serious actions (e.g. studying)
    *More whims with playful actions, less whims with serious actions

    CAS Traits only available for PLAYFUL: Goofball

    SERIOUS(6-10)
    *Slower increasing skills: Creativity skills, Comedy skill
    *Decreased performance in in following careers: Creative careers, Babysitter career (part time job)
    *Increased performance in following careers: Astronaut, Business, Detective, Law, Salary person, Politician
    *Easier to fail with jokes
    *Easier to get other sims gain the moodlet “bored” from a conversation with your sim
    *Easier for other sims to gain the sentiment “reliable” about your sim (=easier to convince someone)
    *Slower Bored or Tensed when performing serious actions (e.g. studying)
    *Increased fun bar from performing serious actions (e.g. studying)
    *More whims with serious actions, less whims with playful actions

    CAS Traits not only available for SERIOUS: Goofball
    4. IMPULSIVE – REFLECTIVE
    IMPULSIVE(1-5)
    *Tend to change their whims (positive & negative) more often
    *More impulsive whims
    *Can become tensed when sedentary for a longer period of time
    *Tends to get more smaller whims with smaller rewards
    *Faster Bored with repetitive conversations
    *Faster Boredwhen performing repetitive actions / from repetative interaction
    *Faster Bored with long-spun actions (e.g. short attention span, bored when doing a homework that take a long time to do).
    *Will autonomously do more impulsive actions and jump through different action (doing some homework ->now playing a game on the phone -> now start learning this new skill /etc)
    *Harder to get and remain Focused from actions (e.g. playing chess)
    *Can get the moodlet: Excited!
    * Easier to get the moodlet Life feels meh (+1 Bored and Decreasing Meaningfulness points).
    *Rapidly changing temperament: Tend to more easily become agitated/excited/scared/etc, and more mood swings

    REFLECTIVE (6-10)
    *Tend to change (refresh) their whims (positive & negative) less often (will stick with their whims for a longer period of time)
    * Will be able to see one/several of the tasks from the Quest want before accepting the quest
    *Less/no impulsive whims
    *Tend to get more “bigger” whims with bigger rewards
    *Easier to get Focused from actions (e.g. playing chess)
    *Will autonomously stick with their routines (no new impulsive actions), will stick with their actions for longer periods of time
    *Smooth/even temperament: less mood swings and "freak outs"
    5. PERSISTENT – UNMOTIVATED
    PERSISTENT(1-5)
    *A persistent sim that failing with a Quest want or a whim that you have locked (=by removing it or by completing the opposite fear) will get a bigger decrease in Self Esteem points and Meaningsfulness points and tend to get the same whim instant afterwards
    *Bigger increased Meaningsfulness points when completing a Quest want or a whim that you have locked
    *Decreased Meaningsfulness points when failing with a new years resolution (SEASONS EP)

    CAS Traits only available for PERSISTENT: Ambitious
    CAS Traits not available for PERSISTENT: Lazy

    UNMOTIVATED(6-10) (Example: Bob Panncake!)
    *Smaller loss in Meaningsfulness points when failing with a Quest want or a whim that you have locked
    *If you have a Quest want or a whim that you have locked for a longer period of time without completing it => the sim will get the negative moodlet LET ME GO! and tend to get whim with: UNLOCK THE WANT!/LET ME GO! (=> urging to the player, because of low motivation)

    CAS Traits only available for UNMOTIVATED: Lazy
    CAS Traits only available for UNMOTIVATED: Ambitious
  • MEMORY SYSTEM & PERSONAL BIOGRAPHY
    MTS_DiLight-1487502-6YVMaeidbFI.jpg
    • Green X = Positive sentiments / events
    • Red X = Angry / Negative sentiments / events
    • Yellow X = Embarrassed sentiment / event
    • Blue X = Sad sentiments / events
    • Brown X = Redefined memories
      (earlier positive memory that has changed temporarily after gaining a negative sentiment)

    Sims remember their memories and will at random get a moodlet with the memory (Memory Moodlet)
    (eg. "Simsis was born") that have the same buff as back then (e.g. “+1 happy”).
    This moodlet will give them the interaction share memory with other sims that are included in the memory (e.g. parents can share a memory of a child birth). This will make the other sim remember = trigger their memory moodlet.

    Redefined memories = sims will get a Negative moodlet (tensed/sad/angry) when remembering these memories. The Redefined memories will turn back into Positive memories when the negative sentiment disappears.
    The memory also show how many Negative / Positive Childhood points & Life point that were collected (if it collected any), what moodlet it caused at that given moment and the names on the other sims that sharing the same memory.

    Memories with Treated Struggles (golden) will be remembered with the moodlets: ”I did it!” (+2 confident and increased “Self-esteem points”) OR/AND “Times have been rough” = (+2 sad and increased “Meaningfulness points”).

    Personal biography
    Returning of the personal biography and options for favourite/disliked food/drink/music etc.
  • WANTS & FEARS - LIFE DIRECTIONS – QUEST WANT
    8rwn35j5bv0z.png
    What life direction is your sim interested in right now? Choose up to 2 LIFE DIRECTIONS that will give your sims negative & positive whims and Quest wants (time-limited Quests / multiple tasks).
    Complete and gain / lose Satisfaction points + Meaningfullness points + Self-esteem points.
    At the end of your sims lifetime, their tombstone will show what Direction your sims found as most important (what directions they mostly picked) and what Direction your sim was mostly successful in. You can change your sims Directions at any time.

    Pick 2 directions from following categories:
    (They can all be from the same category or from different categories):
    1. Family 2. Romantic 3. Pleasure 4. Career 5. Money 6. Popularity 7. Knowledge
    8. Power 9. Hedonism 10. Goodness 11. Spiritual & Personal development
    12. Health & Wellbeing 13. Vanity 14. Evilness 15. Criminality 16. Nature 17. Animals & Wildlife
    18. Travels & Experiences 19. Interest & Hobbies 20. Close Relations 21. Creativity
    22. Random
    (you will have the possibility to choose which directions to randomize from if you don´t want all of them)

    A sim that goes for a longer period of time without completing any whims / Quest wants will get the moodlet Life feels meh
    (+1 Bored and Decreasing Meaningfulness points).
  • SELF-ESTEEM SYSTEM
    10.png
    Similar to the reputation system (Get Famous, uses the same design).
    Self-esteem, high level (1-3): believe in their ability, easier to get promoted, easier to socialize, more positive emotions/moodlets, faster increase of Meaningfulness points).
    Self-Esteem, low level (5-7): often doubt their ability, harder to get promotions, harder to socialize, more negative moodlets/emotions (shame/embarrassed about their self, anxiety, insecure), faster decrease in Meaningfulness points), risk of getting negative fundamental moodlets (will last a few days, can´t be removed and affects all your other moodlets): Anxious or Self-Doubt.
    1. Hubris
    2. Proud
    3. Good Self-esteem
    4. Ok
    5. Low Self-Esteem
    6. Dissatisfied
    7. Self-contempt
  • MEANINGFULLNESS SYSTEM
    95949_original.jpg
    Similar to the aspiration bar in sims 2. Fulfill positive & negative whims (want & fears) and gain / lose Meaningfullness points + Self-esteem points. Each Meaningfulness level will give your sim specific moodlets.

    1. Prosperous (Occassional positive moodlet: +3 happy, Constant and slow increase in Self-esteem points)
    2. Satisfied
    3. Fine
    4. Ok
    5. Meh
    6. Down
    7. Distressed (Occassional negative moodlet -3 sad/tense, Risk of getting mental break-downs, Risk of getting the negative fundamental moodlet: Depressed = lower the effect of all positive moodlets, constant and slow decrease in self-confidence, reduces energy bar faster, getting exhausted from work out faster, lower learning abilities and shorter times with focus).
  • OTHER UPDATES
    -Possibility to have more best friends.
    -PARENTHOOD GAME PACK - UPDATE:
    Change the “don´t like my family uncomfortable/or angry around them”-moodlet (from having a negative relationship with family member when growing up) to a lifelong sentiment (that way you can change I through therapy if you want = reconciliation).



OK! What do you think? Interested in something like this as a pack or update? Do you want to change/add/remove anything? What do you like and/or don´t like?

😊 PLEASE FEEL FREE TO SHARE YOUR IDEAS & OPINIONS!
😊

Post edited by carpe_diem on

LIFE STRUGGLES PACK - Memories / Therapist / Wants&Fears / Personality sliders / Consequences 56 votes

Yes, I´m interested in something like this
80%
CynnaalexandreaDevSims91VageniusYautjagirlAmj1995greydonnRachel580Glimmer50KhrisstyneSim2Sporemotdkjlapaorbridges430bixtersviola-illyriaadamzaidWinifred_Willow100LilDreamsScobre 45 votes
Maybe
8%
Akl500PSimsILikeSimsIsb917SERVERFRAZazzyKittyn 5 votes
No, I´m not interested
10%
PlayerSinger2010CaitxcatBabykittyjadeRenato10SallycutecatVeeDub 6 votes

Comments

  • suuudeeeesuuudeeee Posts: 7 New Member
    Yes, I´m interested in something like this
    I’d love something like this! Anything really to give our sims a little more personality.

    Reading the memories section, I thought it would be awesome if sims could have shared memories with other sims. And what that would mean is when they have a moodlet pertaining to that memory, they unlock an interaction to reminisce with another sim that shares that memory. For example, when a couple has a child, they have a shared memory of their child’s birth. So if one parent gets a moodlet from that memory, they can then talk about their child’s birth with the other parent. Which would in turn give the other parent a moodlet about the memory. These interactions would only be available as long as the sim has the memory moodlet.

    Also, a small thing, but I think I would switch Satisfied and Prosperous around in the meaningfulness section. I just think Prosperous feels like a higher level of life satisfaction so it could be number 1.

    But yeah, all of your ideas are awesome and if this were to be implemented in the game, I’d be a very happy simmer! :D
  • Renato10Renato10 Posts: 472 Member
    No, I´m not interested
    I said no because I feel like this should not be a paid pack. This should be the base game update that everyone woul like to see it!
  • BabykittyjadeBabykittyjade Posts: 4,975 Member
    edited January 2021
    No, I´m not interested
    Personally too deep for me😆😆
    But some good ideas in there.
    Zombies, oh please oh please give us zombies!! :'(
  • carpe_diemcarpe_diem Posts: 280 Member
    Yes, I´m interested in something like this
    Renato10 wrote: »
    I said no because I feel like this should not be a paid pack. This should be the base game update that everyone woul like to see it!

    yes thats maybe true. I changed the desciption to "pack/update".
  • carpe_diemcarpe_diem Posts: 280 Member
    edited January 2021
    Yes, I´m interested in something like this
    suuudeeee wrote: »
    I’d love something like this! Anything really to give our sims a little more personality.

    Reading the memories section, I thought it would be awesome if sims could have shared memories with other sims. And what that would mean is when they have a moodlet pertaining to that memory, they unlock an interaction to reminisce with another sim that shares that memory. For example, when a couple has a child, they have a shared memory of their child’s birth. So if one parent gets a moodlet from that memory, they can then talk about their child’s birth with the other parent. Which would in turn give the other parent a moodlet about the memory. These interactions would only be available as long as the sim has the memory moodlet.

    Also, a small thing, but I think I would switch Satisfied and Prosperous around in the meaningfulness section. I just think Prosperous feels like a higher level of life satisfaction so it could be number 1.

    But yeah, all of your ideas are awesome and if this were to be implemented in the game, I’d be a very happy simmer! :D


    That´s a great idea with the “share memory” interaction!! That would really bring some more depth into relationships! :) I add it to the description above!

    And I think you´re right about the “Satisfied”/”Prosperous” (I´m not English speaking). I´ll change that too!
    Post edited by carpe_diem on
  • YinalaYinala Posts: 132 Member
    Yes, I´m interested in something like this
    YES!! THIS IS GAME CHANGING!!
  • PlayerSinger2010PlayerSinger2010 Posts: 3,267 Member
    No, I´m not interested
    That just sounds like wayyy too much for me.

    And I don't want mental health issues anywhere near the sims, so I don't want to see a therapist or psychologist career.
  • AbbyBaba729AbbyBaba729 Posts: 135 Member
    edited January 2021
    Yes, I´m interested in something like this
    Hard yes, but I'd like it to be an update to a larger extent. And I would love the therapist career, although the "mental illness" should be more like "gets sad often" or "easily angers".
    Post edited by AbbyBaba729 on
    Base Game Sympathizer. Please push for more BG updates! Not everyone can afford packs!
    Proud Giyu Tomioka simp. :)
  • carpe_diemcarpe_diem Posts: 280 Member
    Yes, I´m interested in something like this
    That just sounds like wayyy too much for me.

    And I don't want mental health issues anywhere near the sims, so I don't want to see a therapist or psychologist career.

    Ok. 😊
    I didn´t think on it as ”mental health” but maybe it is? I played a lot of sims 2 back in the days and found the mental break downs and the eccentric therapist quite fun. (Hehe I tormented my sims quite a lot… ;) ). But thanks for sharing your view anyway.
  • carpe_diemcarpe_diem Posts: 280 Member
    edited January 2021
    Yes, I´m interested in something like this
    Yinala wrote: »
    YES!! THIS IS GAME CHANGING!!

    YEEEEESSS!!!!! THANKS FOR THE POSITIVITY!!!!!! (Haha I just got an energized moodlet! :D )
  • carpe_diemcarpe_diem Posts: 280 Member
    Yes, I´m interested in something like this
    Hard yes, but I'd like it to be an update to a larger extent. And I would love the therapist career, although the "mental illness" should be more like "gets sad often" or "easily angers".

    That´s a good point… maybe that neg./pos. Lifepoints (system) + struggles + therapist career could fit into a game pack, and memory system + basic personality + wants&fears could be updates?

    I played the sims 2 back in the days and remember that the sims could have mental break downs and get a visit from the therapist. Maybe it´s a better choice to just get more negative moodlets as you suggest. But I really welcome some more challenges in the game. 😊

    I really hope that the sims 4 can continue to develop and that we now (after getting some “key features” as university/seasons/etc) can get some more “deeper” gameplay. I would love a little more struggles, consequences and personalities for our sims. 😊
  • ForgeronForgeron Posts: 272 Member
    Yes, I´m interested in something like this
    I still have to read, but I'm already interested in it.
  • carpe_diemcarpe_diem Posts: 280 Member
    Yes, I´m interested in something like this
    Forgeron wrote: »
    I still have to read, but I'm already interested in it.

    AWESOME!!! I send you a “focused” moodlet and you will read through it in no time! 😉
  • EliasVersaceEliasVersace Posts: 477 Member
    Yes, I´m interested in something like this
    Didn't read all of it yet but it sounds really cool already! I love the addition of self-esteem, and I'd buy this pack in a heartbeat, even though some of it should have been in the basegame.
  • ZazzyKittynZazzyKittyn Posts: 367 Member
    Maybe
    There are several reasons why chose maybe
    First don't think this should be in a pack except for maybe the careers
    Second of as a person who has several mental illnesses I am one who really don't want them in the game the only way I would like them in a game is if able to turn that portion off or on so that it won't affect all your save files only those that you want them in
  • carpe_diemcarpe_diem Posts: 280 Member
    Yes, I´m interested in something like this
    @ZazzyKittyn Hi! Thanks for sharing your view it’s interesting to hear (I think there have been a similiar comment before from another simmer?) and it got me thinking… This is my view on issues / life struggles in a game:
    We all have struggles in our lives, that’s a part of being a human being. But I believe that ”play” can be a way of process our experiences. Your always in control in a game, it’s a safe space where you are the director of your/your sims life. It’s a place where you can be who you are and discover who you are. It’s a place where problems easily can be solved, and maybe that can give us a feeling of encouragement and control?

    Children do play to process their self and their surrounding. I’m much (MUCH! :) ) older than that, but I do think that “play” is something we need to do all our lives.

    I really sorry to hear that you struggling with mental illnesses. I do hope that I can send some strength to you and others that struggling out there.

    Take care and stay safe out there. <3
  • SimmerGeorgeSimmerGeorge Posts: 2,724 Member
    Yes, I´m interested in something like this
    Oh yeah oh my god please no therapist, it's too depressing but let me burn my sims in a fire. Makes sense.
    Where's my Sims 5 squad at?
  • SallycutecatSallycutecat Posts: 269 Member
    edited March 2021
    No, I´m not interested
    While I would like a memories system and a personality system that combines Sims 1 and 2 personality points with Sims 3 and 4 traits, I really don't want a wants and fears or the aspiration meter in my game. That system is the reason I found Sims 2 too hard and stoped playing live mode and only built. If it comes in a pack for Sims 4 that's fine, I can just not buy it, but to come as an update to the basegame would ruin the game for me.
    Please check out my YouTube Channel. I cover features from The Sims 4 game.
    https://youtube.com/channel/UCaj9o4hycNSPy8U1Ip0OCFA/videos
  • SimsILikeSimsSimsILikeSims Posts: 1,634 Member
    Maybe
    Hard yes, but I'd like it to be an update to a larger extent. And I would love the therapist career, although the "mental illness" should be more like "gets sad often" or "easily angers".

    There is already a gloomy trait that basically IS the gets sad often trait, and a hot-headed trait that basically is the "easily angers".
    But what they don't have is an "out for lunch" trait, which could be used for a daydreaming Sim, or Sims on "juice", or Sims with certain traits (reverse addict?) who don't take their happy pills.

    Speaking of which, the psychologist Sims career could prescribe pills that induce emotions - fertility pill induces flirty mood, happy pill induces happy mood or amused mood (in larger doses or in correlation to the level of sadness of the Sim), sleepy pill induces sleepy mood, and so on. There could even be a chill pill that changes an angry mood into a focused mood, or a worry pill that removes tense or fear moodlets and/or replaces them with an inspired moodlet.

    Excessive experience in a given emotion could unlock hidden traits that are related to the problems that caused the emotion. Example: Not enough fun = tense moodlet = hidden or added trait hot-headed or (new trait) thrill seeker. Example 2: Not enough social = very sad moodlet = gloomy trait or "eccentric" trait (at least the part about talking to self or objects like the social bunny).
    I have been playing The Sims since 2001, when Livin Large came out. My avatar deliberately looks like Chris Roomies from TS1.
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