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Help me build the perfect Sims 4 Werewolf pack!

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Hi everyone!

Thank you for taking the time to read and participate.

After researching a bit, I got enough inspiration to design a concept Werewolf pack.
Here is what I came up with.

World:

Starting with the map, I have decided to name it Crescent Ridge for the time being (after Moonlight Falls and Lunar Lakes from the Sims 3) and the overall look and aesthetic is a combination of Selvadorada, Forgotten Hollow and Glimmerbrook or Granite Falls (I decided this based on the overall look of all the Sims 4 maps put together by @stellar_roses).
In the top right of the map, a waterfall with a stream/river flowing though the right half of the map and later becoming the Forgotten Hollow waterfall. There is room for one lot on the right side near the cliff. On the left there is room for four lots, one of which a 'lore site' such as a bar or a museum. On the left side, a road enters from the middle into the town. The bar or museum is located in the bottom left and there is also a town square with a fountain and a wolf statue. There are two lots further in, near the river, and one lot at the top left in the middle of the woods. A bridge over the river connects the lot on the bottom right with the rest of the town. It has an overall mountain/cliffside feel and there is a lot of dense forest (pine or fir perhaps?). Near the waterfall there is a rock/boulder where 'wolves' have been spotted howling. On either side of the river there are fishing signs.

That is all I have in terms of the world for now.

Create a Sim:

An occult option will pop up in the usual panel. Sims are built bulkier, with slightly elongated limbs, broader shoulders, muscular forearms, proper stifle (canine knee) and hock (elongated ankle), a canine head (fully customisable), fur types and length, scars or tattoos, paws etc.
Head; overall shape (short, long, flat or protruding), eyes, muzzle, ears, jaw, eyebrows, teeth etc. (similar to vampires)
Fur/body hair; Included in beard, hair, face and body details. Werewolf sims are naturally hairy with a slider to control density and length.
Different colours include; black, white, grey, red, ginger, brown, blonde and so on, perhaps even mixed options.
Tattoo's and body scars; I'm not sure about this, let me know if born werewolves should have 'tribal' tattoos and made werewolves scars.
Different types of nails and well as teeth.
Clothes; I'm not sure why, but a pack like this feels like it should have classic 17th or 18th century 'witch hunt' or rather 'werewolf hunt' clothes but slightly modernised. There should be scruffy torn sackcloth items as well as corset dresses and formal wear and those buckled shoes and hats. A werewolf hunter outfit could be cool as an unlockable.
I will consider making a collage for other CAS item ideas.

Create a Sim needs lots of work and it will be one of the most challenging to design and execute.

Sim Needs Panel:

Similar to both Vampires and Spellcasters, there will be a ranking system from Omega to Delta to Beta and finally to Alpha symbolised by a human (sim) foot turning into a paw with each stage. (Im not sure which powers should be included please let me know your ideas).
In their normal sim form the panel will be almost identical to the Spellcaster format of the panel, (Bladder, Hunger, Energy, Fun, Social and Hygiene)
with the xp bar at the bottom and a moon phase bar the top. The moon at the top of the panel will work similarly to the Spellcaster charge orb/ball. It rotates clockwise from new moon to full moon and sims will get a moodlet 24 hours before the full moon signalling the change. Im not sure how long the moon phases should be. The panel format changes when they are in wolf form, (Longer Hunger Bar at the top, Bladder, Fun, Social, Hygiene and no Energy bar) Sims burst into their wolf form and stay that way for 8 to 12 hours in the moonlight, during this time they must hunt, howl, socialise with other werewolves, turn other sims etc. to gain xp. Like vampire energy, if they run out of hunger in their wolf form they will get a curse (Untamed/Wild Beast for example). If they lose too many duels with other werewolves they will get a permanent 'Omega' curse which freezes their xp bar. If a sim turns against the moon they will get a similar curse/effect as overcharging a Spellcaster and could die.

Let me know what else y'all think would be cool.

Traits and Aspirations:

'Leader of the Pack' aspiration, 'this sim wants to be the alpha of the pack'.
'Lore Master' aspiration 'this sim wants to know everything about werewolves'.
'Werewolf Hunter' aspiration 'this sim wants to hunt and cure werewolves'

I have no clue what traits should come with this.

It sucks that they added Wolfsbane to Vampires, cause now you need that pack for it.
Monkshood is an alternative name even though its pretty much the same thing.

Other details:

There should be a few lore enthused townies, another who thinks werewolves are none existent (aka the actual werewolf), and a crazy werewolf hunter family "the Von Wolfzings" obsessed with eradicating monsters.
A poppy or similar flower that changes colour in the presence of a werewolf, like garlic for vampires.
A werewolf lore skill perhaps?
Cure making; Death Metal (silver could be a new metal) and Monkshood in a soft arrow and a new item could be a crossbow or a new potion.
Decor could include "den" furnishings, a stuffed wolf head trophy and carpets (faux), a wolf hunter kit, some hints to a vampire feud or spellcaster curse.
Howling can be heard in all worlds.
Dogfish and (atlantic) Wolffish added.
Monkshood and Poppy as new harvestables.


Let me know how normal sims could change into werewolves as an alternative to being bitten or scratched,
as well as alternative cures to the ones I've listed.


Crossover Features:

Vampires; Duels, Rivalry, curing/cursing when bitten by the other... your very own Twilight story -_-
Realm of Magic; a new spell to curse sims into becoming werewolves or a potion to cure them.
Outdoor Retreat; new "ghost" story
Cats and Dogs; Dogs can howl with Werewolves


Cool, thats all from my side at this time, I look forward to reading your ideas and input.
Lets manifest this pack!

~SimmerNS



Comments

  • greydonngreydonn Posts: 717 Member
    Wait this is epic. Ok, so suggestions. For powers, being able to turn people into werewolves, being able to turn into a wolf at will (maybe there's a human, werewolf, and wolf form? but the wolf form is only accessible to people with the power. maybe they start out as uncontrollable and go on hunts, but at later levels you can control them), better at fighting, greater chance to get other werewolves to do things, better at finding collectables? Maybe there can be one for controlling dogs? Or having extra skill gain at nights, "Guided by the Moon" or something? Eating raw meat and not getting sick? A weakness where if you eat anything but raw meat you get sick?

    Wolves live in packs, it'd be great if there'd be new options for clubs.


    I don't know if the Omega curse should be permanent- what if there's a really intricate, difficult way for them to prove themselves?

    The world sounds beautiful! And I love the idea for the clothes- this whole thing sounds as I've said, EPIC. When you were describing CAS, that's just for their werewolf form, right? Like the dark form for vampires.

    I don't know about traits or tattoos, so I'll leave that for someone else. For the lunar cycle, in Sims 3 it's eight days.
    • Gen 25: Xanthe! >:)
    • She/Her.
  • DaWaterRatDaWaterRat Posts: 3,355 Member
    It's a good place to start, but I'll admit the Omega - Alpha thing doesn't quite sit right with me. Probably because the whole Alpha thing with Wolves that people think of isn't correct. There are Alphas, but they're more like the Clan Patriarch/Matriarch pair, not the strongest or who can beat the most other wolves. That was based on observation of wolves from different packs forced to live together in captivity, rather than real wolf behavior in the wild. And it was observed to be wrong by the guy who first proposed it, so it's not even a competing scientists view. I do agree that there needs to be some sort of ranking for levels, I'm just uncomfortable with the Alpha - Omega terms. I'm also not really okay with the idea of an Omega curse. Again, real wolf packs don't fight for dominance that way.

    I've always wanted a Werewolf society that's more family focused. Yes, you argue and snipe at your packmates but when the chips are down, the Pack forms a wall. No one "outside" gets to pick on anyone in the pack without having to deal with the whole pack. Making friends with a Werewolf would give you a slight edge on making friends with others in their pack, making enemies of one... you make enemies of them all. And there should be a way (a howl, obviously) that summons the pack to you.

    As for world... I'd love something more ... Scottish Highlands or else American Appalachia in tone. Maybe a mix of both. Forest to run around in, along with lots of plateaus and valleys. Roads are really winding. But yes, a waterfall is a must.

    CAS wise... I'm not so much into a Georgian feel for this. (Putting aside that much of Georgian Fashion is associated with Pirates, because the Golden Age of Piracy was during the early Georgian period.) I'd rather have this be a lot of solid, practical basic clothing.... and the kind that in the real world is easy to find and replace - basic jeans, T-shirts, button downs and half-zip sweaters sort of thing. And mostly timeless/not on trend. And of course we need to have ripped/torn/split versions of things too.

    I do love your basic Werewolf form though. That is perfect.

    One thing I've mentioned before that I'd like to see is that Werewolves don't get emotional deaths. Instead, they end up force-transforming into their beast form and have to take some not necessarily healthy actions to calm down enough to transform back. Maybe a power can be having more options for getting out of an Emotional Rage, or not having one at all.
  • SERVERFRASERVERFRA Posts: 7,127 Member
    I so badly want all the above in Sims 4. ;) I also would love in a Werewolf Pack is a secret forbidden romance between a very pale beautiful Vampire & a dark handsome Werewolf. :p<3
  • KironideKironide Posts: 804 Member
    edited February 2022
    Wow, that certainly sounds comprehensive and it would certainly be an ambitious undertaking...kudos for attempting it. I like your ideas.


    One comment though, werewolf lore seems somewhat divided on the issue of whether Lycanthropy is a curse or blessing. In Europe, traditionally it is the former, but I believe that in some world cultures shapeshifters are seen as guardian spirits and protectors of nature and peoples. It would be great if that could be highlighted in some way, maybe through the traits.
    Post edited by Kironide on
  • ChadSims2ChadSims2 Posts: 5,090 Member
    I'd love to have werewolves be able to maul townies that keep spawning and delete them for me then in celebration they can howl at the moon.
    Sims 4 went from "You Rule" to "One of the stories we want you to tell"
  • ncisGibbs02ncisGibbs02 Posts: 2,019 Member
    SimmerNS wrote: »
    Hi everyone!

    Thank you for taking the time to read and participate.

    After researching a bit, I got enough inspiration to design a concept Werewolf pack.
    Here is what I came up with.

    World:

    Starting with the map, I have decided to name it Crescent Ridge for the time being (after Moonlight Falls and Lunar Lakes from the Sims 3) and the overall look and aesthetic is a combination of Selvadorada, Forgotten Hollow and Glimmerbrook or Granite Falls (I decided this based on the overall look of all the Sims 4 maps put together by @stellar_roses).
    In the top right of the map, a waterfall with a stream/river flowing though the right half of the map and later becoming the Forgotten Hollow waterfall. There is room for one lot on the right side near the cliff. On the left there is room for four lots, one of which a 'lore site' such as a bar or a museum. On the left side, a road enters from the middle into the town. The bar or museum is located in the bottom left and there is also a town square with a fountain and a wolf statue. There are two lots further in, near the river, and one lot at the top left in the middle of the woods. A bridge over the river connects the lot on the bottom right with the rest of the town. It has an overall mountain/cliffside feel and there is a lot of dense forest (pine or fir perhaps?). Near the waterfall there is a rock/boulder where 'wolves' have been spotted howling. On either side of the river there are fishing signs.

    That is all I have in terms of the world for now.

    Create a Sim:

    An occult option will pop up in the usual panel. Sims are built bulkier, with slightly elongated limbs, broader shoulders, muscular forearms, proper stifle (canine knee) and hock (elongated ankle), a canine head (fully customisable), fur types and length, scars or tattoos, paws etc.
    Head; overall shape (short, long, flat or protruding), eyes, muzzle, ears, jaw, eyebrows, teeth etc. (similar to vampires)
    Fur/body hair; Included in beard, hair, face and body details. Werewolf sims are naturally hairy with a slider to control density and length.
    Different colours include; black, white, grey, red, ginger, brown, blonde and so on, perhaps even mixed options.
    Tattoo's and body scars; I'm not sure about this, let me know if born werewolves should have 'tribal' tattoos and made werewolves scars.
    Different types of nails and well as teeth.
    Clothes; I'm not sure why, but a pack like this feels like it should have classic 17th or 18th century 'witch hunt' or rather 'werewolf hunt' clothes but slightly modernised. There should be scruffy torn sackcloth items as well as corset dresses and formal wear and those buckled shoes and hats. A werewolf hunter outfit could be cool as an unlockable.
    I will consider making a collage for other CAS item ideas.

    Create a Sim needs lots of work and it will be one of the most challenging to design and execute.

    Sim Needs Panel:

    Similar to both Vampires and Spellcasters, there will be a ranking system from Omega to Delta to Beta and finally to Alpha symbolised by a human (sim) foot turning into a paw with each stage. (Im not sure which powers should be included please let me know your ideas).
    In their normal sim form the panel will be almost identical to the Spellcaster format of the panel, (Bladder, Hunger, Energy, Fun, Social and Hygiene)
    with the xp bar at the bottom and a moon phase bar the top. The moon at the top of the panel will work similarly to the Spellcaster charge orb/ball. It rotates clockwise from new moon to full moon and sims will get a moodlet 24 hours before the full moon signalling the change. Im not sure how long the moon phases should be. The panel format changes when they are in wolf form, (Longer Hunger Bar at the top, Bladder, Fun, Social, Hygiene and no Energy bar) Sims burst into their wolf form and stay that way for 8 to 12 hours in the moonlight, during this time they must hunt, howl, socialise with other werewolves, turn other sims etc. to gain xp. Like vampire energy, if they run out of hunger in their wolf form they will get a curse (Untamed/Wild Beast for example). If they lose too many duels with other werewolves they will get a permanent 'Omega' curse which freezes their xp bar. If a sim turns against the moon they will get a similar curse/effect as overcharging a Spellcaster and could die.

    Let me know what else y'all think would be cool.

    Traits and Aspirations:

    'Leader of the Pack' aspiration, 'this sim wants to be the alpha of the pack'.
    'Lore Master' aspiration 'this sim wants to know everything about werewolves'.
    'Werewolf Hunter' aspiration 'this sim wants to hunt and cure werewolves'

    I have no clue what traits should come with this.

    It sucks that they added Wolfsbane to Vampires, cause now you need that pack for it.
    Monkshood is an alternative name even though its pretty much the same thing.

    Other details:

    There should be a few lore enthused townies, another who thinks werewolves are none existent (aka the actual werewolf), and a crazy werewolf hunter family "the Von Wolfzings" obsessed with eradicating monsters.
    A poppy or similar flower that changes colour in the presence of a werewolf, like garlic for vampires.
    A werewolf lore skill perhaps?
    Cure making; Death Metal (silver could be a new metal) and Monkshood in a soft arrow and a new item could be a crossbow or a new potion.
    Decor could include "den" furnishings, a stuffed wolf head trophy and carpets (faux), a wolf hunter kit, some hints to a vampire feud or spellcaster curse.
    Howling can be heard in all worlds.
    Dogfish and (atlantic) Wolffish added.
    Monkshood and Poppy as new harvestables.


    Let me know how normal sims could change into werewolves as an alternative to being bitten or scratched,
    as well as alternative cures to the ones I've listed.


    Crossover Features:

    Vampires; Duels, Rivalry, curing/cursing when bitten by the other... your very own Twilight story -_-
    Realm of Magic; a new spell to curse sims into becoming werewolves or a potion to cure them.
    Outdoor Retreat; new "ghost" story
    Cats and Dogs; Dogs can howl with Werewolves


    Cool, thats all from my side at this time, I look forward to reading your ideas and input.
    Lets manifest this pack!

    ~SimmerNS



    Sounds great. I like the fact you kept the moon theme in the town name.

    Also howling on the rocks I think would be cool. Perhaps some Sims can gossip about what they think they saw or heard? 🤔 🤷🏼‍♂️

    One way to transform would be to study werewolves too much or perhaps go into a ‘forbidden cave’.

    I definitely think there has to be a rivalry between them and vampires.
    Maybe dogs would be more friendly to werewolves in general.

    Now alternating between Sims 2,3 and 4! 😊☕️🌞
  • VeeDubVeeDub Posts: 1,862 Member
    DaWaterRat wrote: »
    It's a good place to start, but I'll admit the Omega - Alpha thing doesn't quite sit right with me. Probably because the whole Alpha thing with Wolves that people think of isn't correct. There are Alphas, but they're more like the Clan Patriarch/Matriarch pair, not the strongest or who can beat the most other wolves. That was based on observation of wolves from different packs forced to live together in captivity, rather than real wolf behavior in the wild. And it was observed to be wrong by the guy who first proposed it, so it's not even a competing scientists view. I do agree that there needs to be some sort of ranking for levels, I'm just uncomfortable with the Alpha - Omega terms. I'm also not really okay with the idea of an Omega curse. Again, real wolf packs don't fight for dominance that way.

    I've always wanted a Werewolf society that's more family focused. Yes, you argue and snipe at your packmates but when the chips are down, the Pack forms a wall. No one "outside" gets to pick on anyone in the pack without having to deal with the whole pack. Making friends with a Werewolf would give you a slight edge on making friends with others in their pack, making enemies of one... you make enemies of them all. And there should be a way (a howl, obviously) that summons the pack to you.

    As for world... I'd love something more ... Scottish Highlands or else American Appalachia in tone. Maybe a mix of both. Forest to run around in, along with lots of plateaus and valleys. Roads are really winding. But yes, a waterfall is a must.

    CAS wise... I'm not so much into a Georgian feel for this. (Putting aside that much of Georgian Fashion is associated with Pirates, because the Golden Age of Piracy was during the early Georgian period.) I'd rather have this be a lot of solid, practical basic clothing.... and the kind that in the real world is easy to find and replace - basic jeans, T-shirts, button downs and half-zip sweaters sort of thing. And mostly timeless/not on trend. And of course we need to have ripped/torn/split versions of things too.

    I do love your basic Werewolf form though. That is perfect.

    One thing I've mentioned before that I'd like to see is that Werewolves don't get emotional deaths. Instead, they end up force-transforming into their beast form and have to take some not necessarily healthy actions to calm down enough to transform back. Maybe a power can be having more options for getting out of an Emotional Rage, or not having one at all.

    I agree with everything you said here, especially about social structure and CAS styles. If the clothing styles that came with the pack were limited to (or mostly featuring) older period styles that would be too limiting for the many varieties of play styles for different players. Period players would be happy, I'm sure, but a less specific style would be of more use to a far wider range of players.
    FYI: Just because you can see my signature, don't assume that I can see yours.
    Because I can't; I keep all sigs turned off. ;)
  • telemwilltelemwill Posts: 1,752 Member
    Maybe instead of an Omega curse, it could be a curse to become a lone wolf. (I don't know how accurate that depiction is though, but it is fantasy.) There could be a difficult path to overcome that curse and start a pack of your own.

    Maybe to become Alpha, you have to produce heirs or attract others into your pack.

    I definitely want a full wolf form, possibly as a crossover with Cats and Dogs, but it would be nice to have in it's own pack.
  • MichelleWMichelleW Posts: 665 Member
    Okay but hear me out, can we get an attraction system? I've read a few wolf themed books and intense attraction was a reoccurring theme.
    I would love a teen wolf style situation where wolf sims start transforming for the first time as teens as it causes all kinds of confusion and issues.
    Vampires have to be natural enemies.

    World- I watched a wolf themed TV show once set in this ultra rich gated community and within the gates was a secret- all these super affluent families were actually wolves. They gated community was surrounded by forest where the wolves would run around.
  • VeeDubVeeDub Posts: 1,862 Member
    MichelleW wrote: »
    Vampires have to be natural enemies.

    Why would they, though? One would think that supernatural creatures, especially immortal ones, would have overcome petty reasons for enmity such as simply being a different race or species or whatever. I could see rivalries based on territory, stealing prey, etc. on a personal or pack/clan level. There would need to be some kind of actual reason to be enemies, whatever it might be. Well, unless they're just mindless chompmonsters, that is. And in that case I'd have no interest in playing them anyway. :lol:
    FYI: Just because you can see my signature, don't assume that I can see yours.
    Because I can't; I keep all sigs turned off. ;)
  • PenguinFoopPenguinFoop Posts: 1,582 Member
    SimmerNS wrote: »
    Hi everyone!

    Thank you for taking the time to read and participate.

    After researching a bit, I got enough inspiration to design a concept Werewolf pack.
    Here is what I came up with.

    World:

    Starting with the map, I have decided to name it Crescent Ridge for the time being (after Moonlight Falls and Lunar Lakes from the Sims 3) and the overall look and aesthetic is a combination of Selvadorada, Forgotten Hollow and Glimmerbrook or Granite Falls (I decided this based on the overall look of all the Sims 4 maps put together by @stellar_roses).
    In the top right of the map, a waterfall with a stream/river flowing though the right half of the map and later becoming the Forgotten Hollow waterfall. There is room for one lot on the right side near the cliff. On the left there is room for four lots, one of which a 'lore site' such as a bar or a museum. On the left side, a road enters from the middle into the town. The bar or museum is located in the bottom left and there is also a town square with a fountain and a wolf statue. There are two lots further in, near the river, and one lot at the top left in the middle of the woods. A bridge over the river connects the lot on the bottom right with the rest of the town. It has an overall mountain/cliffside feel and there is a lot of dense forest (pine or fir perhaps?). Near the waterfall there is a rock/boulder where 'wolves' have been spotted howling. On either side of the river there are fishing signs.

    That is all I have in terms of the world for now.

    Create a Sim:

    An occult option will pop up in the usual panel. Sims are built bulkier, with slightly elongated limbs, broader shoulders, muscular forearms, proper stifle (canine knee) and hock (elongated ankle), a canine head (fully customisable), fur types and length, scars or tattoos, paws etc.
    Head; overall shape (short, long, flat or protruding), eyes, muzzle, ears, jaw, eyebrows, teeth etc. (similar to vampires)
    Fur/body hair; Included in beard, hair, face and body details. Werewolf sims are naturally hairy with a slider to control density and length.
    Different colours include; black, white, grey, red, ginger, brown, blonde and so on, perhaps even mixed options.
    Tattoo's and body scars; I'm not sure about this, let me know if born werewolves should have 'tribal' tattoos and made werewolves scars.
    Different types of nails and well as teeth.
    Clothes; I'm not sure why, but a pack like this feels like it should have classic 17th or 18th century 'witch hunt' or rather 'werewolf hunt' clothes but slightly modernised. There should be scruffy torn sackcloth items as well as corset dresses and formal wear and those buckled shoes and hats. A werewolf hunter outfit could be cool as an unlockable.
    I will consider making a collage for other CAS item ideas.

    Create a Sim needs lots of work and it will be one of the most challenging to design and execute.

    Sim Needs Panel:

    Similar to both Vampires and Spellcasters, there will be a ranking system from Omega to Delta to Beta and finally to Alpha symbolised by a human (sim) foot turning into a paw with each stage. (Im not sure which powers should be included please let me know your ideas).
    In their normal sim form the panel will be almost identical to the Spellcaster format of the panel, (Bladder, Hunger, Energy, Fun, Social and Hygiene)
    with the xp bar at the bottom and a moon phase bar the top. The moon at the top of the panel will work similarly to the Spellcaster charge orb/ball. It rotates clockwise from new moon to full moon and sims will get a moodlet 24 hours before the full moon signalling the change. Im not sure how long the moon phases should be. The panel format changes when they are in wolf form, (Longer Hunger Bar at the top, Bladder, Fun, Social, Hygiene and no Energy bar) Sims burst into their wolf form and stay that way for 8 to 12 hours in the moonlight, during this time they must hunt, howl, socialise with other werewolves, turn other sims etc. to gain xp. Like vampire energy, if they run out of hunger in their wolf form they will get a curse (Untamed/Wild Beast for example). If they lose too many duels with other werewolves they will get a permanent 'Omega' curse which freezes their xp bar. If a sim turns against the moon they will get a similar curse/effect as overcharging a Spellcaster and could die.

    Let me know what else y'all think would be cool.

    Traits and Aspirations:

    'Leader of the Pack' aspiration, 'this sim wants to be the alpha of the pack'.
    'Lore Master' aspiration 'this sim wants to know everything about werewolves'.
    'Werewolf Hunter' aspiration 'this sim wants to hunt and cure werewolves'

    I have no clue what traits should come with this.

    It sucks that they added Wolfsbane to Vampires, cause now you need that pack for it.
    Monkshood is an alternative name even though its pretty much the same thing.

    Other details:

    There should be a few lore enthused townies, another who thinks werewolves are none existent (aka the actual werewolf), and a crazy werewolf hunter family "the Von Wolfzings" obsessed with eradicating monsters.
    A poppy or similar flower that changes colour in the presence of a werewolf, like garlic for vampires.
    A werewolf lore skill perhaps?
    Cure making; Death Metal (silver could be a new metal) and Monkshood in a soft arrow and a new item could be a crossbow or a new potion.
    Decor could include "den" furnishings, a stuffed wolf head trophy and carpets (faux), a wolf hunter kit, some hints to a vampire feud or spellcaster curse.
    Howling can be heard in all worlds.
    Dogfish and (atlantic) Wolffish added.
    Monkshood and Poppy as new harvestables.


    Let me know how normal sims could change into werewolves as an alternative to being bitten or scratched,
    as well as alternative cures to the ones I've listed.


    Crossover Features:

    Vampires; Duels, Rivalry, curing/cursing when bitten by the other... your very own Twilight story -_-
    Realm of Magic; a new spell to curse sims into becoming werewolves or a potion to cure them.
    Outdoor Retreat; new "ghost" story
    Cats and Dogs; Dogs can howl with Werewolves


    Cool, thats all from my side at this time, I look forward to reading your ideas and input.
    Lets manifest this pack!

    ~SimmerNS



    Wait, is this for a pack or a mod?

    If it's a pack, then awesome! If it's a mod, then I'm on console so don't care.

    No offense to you because it really does sound great but if it becomes a mod, then that seems like it will be even LESS chance that it'll be a pack since the mod will exist. So those of us who can't afford to buy the whole game with all the packs on PC too won't get it.

    I really would love to see what you're doing come out as a pack though! It sounds great!
  • JestTruJestTru Posts: 1,761 Member
    Men's Body Hair... it could be a patch item that comes with the pack.

    I love your ideas. I definitely think world wise it should be a mountainous forest of some sort. I really liked the world that came with Sims 3 Supernaturals. Moonlight Falls.

    Moon Cylce would be very important.
    WbUrFQm.png
  • MichelleWMichelleW Posts: 665 Member
    VeeDub wrote: »
    MichelleW wrote: »
    Vampires have to be natural enemies.

    Why would they, though? One would think that supernatural creatures, especially immortal ones, would have overcome petty reasons for enmity such as simply being a different race or species or whatever. I could see rivalries based on territory, stealing prey, etc. on a personal or pack/clan level. There would need to be some kind of actual reason to be enemies, whatever it might be. Well, unless they're just mindless chompmonsters, that is. And in that case I'd have no interest in playing them anyway. :lol:

    Just sounds like fun to have some drama. I'm pulling ideas from stories previously told and often the two are natural enemies
  • VeeDubVeeDub Posts: 1,862 Member
    MichelleW wrote: »
    VeeDub wrote: »
    MichelleW wrote: »
    Vampires have to be natural enemies.

    Why would they, though? One would think that supernatural creatures, especially immortal ones, would have overcome petty reasons for enmity such as simply being a different race or species or whatever. I could see rivalries based on territory, stealing prey, etc. on a personal or pack/clan level. There would need to be some kind of actual reason to be enemies, whatever it might be. Well, unless they're just mindless chompmonsters, that is. And in that case I'd have no interest in playing them anyway. :lol:

    Just sounds like fun to have some drama. I'm pulling ideas from stories previously told and often the two are natural enemies

    Yeah, I can understand that. Drama can be fun indeed. But I personally also like to have fun and relatable reasons for things. :smile:
    FYI: Just because you can see my signature, don't assume that I can see yours.
    Because I can't; I keep all sigs turned off. ;)
  • SimmerNSSimmerNS Posts: 24 Member
    I read everyone's comments and feedback. Thank you all so much. Editing some stuff and I'll post an updated concept soon. Hopefully this thread will catch the eye of someone at Sims HQ and we can give them some ideas for the pack! XD

    Have a great day everyone!

    ~SimmerNS
  • SimmerNSSimmerNS Posts: 24 Member

    SimmerNS wrote: »
    Hi everyone!

    Thank you for taking the time to read and participate.

    After researching a bit, I got enough inspiration to design a concept Werewolf pack.
    Here is what I came up with.

    World:

    Starting with the map, I have decided to name it Crescent Ridge for the time being (after Moonlight Falls and Lunar Lakes from the Sims 3) and the overall look and aesthetic is a combination of Selvadorada, Forgotten Hollow and Glimmerbrook or Granite Falls (I decided this based on the overall look of all the Sims 4 maps put together by @stellar_roses).
    In the top right of the map, a waterfall with a stream/river flowing though the right half of the map and later becoming the Forgotten Hollow waterfall. There is room for one lot on the right side near the cliff. On the left there is room for four lots, one of which a 'lore site' such as a bar or a museum. On the left side, a road enters from the middle into the town. The bar or museum is located in the bottom left and there is also a town square with a fountain and a wolf statue. There are two lots further in, near the river, and one lot at the top left in the middle of the woods. A bridge over the river connects the lot on the bottom right with the rest of the town. It has an overall mountain/cliffside feel and there is a lot of dense forest (pine or fir perhaps?). Near the waterfall there is a rock/boulder where 'wolves' have been spotted howling. On either side of the river there are fishing signs.

    That is all I have in terms of the world for now.

    Create a Sim:

    An occult option will pop up in the usual panel. Sims are built bulkier, with slightly elongated limbs, broader shoulders, muscular forearms, proper stifle (canine knee) and hock (elongated ankle), a canine head (fully customisable), fur types and length, scars or tattoos, paws etc.
    Head; overall shape (short, long, flat or protruding), eyes, muzzle, ears, jaw, eyebrows, teeth etc. (similar to vampires)
    Fur/body hair; Included in beard, hair, face and body details. Werewolf sims are naturally hairy with a slider to control density and length.
    Different colours include; black, white, grey, red, ginger, brown, blonde and so on, perhaps even mixed options.
    Tattoo's and body scars; I'm not sure about this, let me know if born werewolves should have 'tribal' tattoos and made werewolves scars.
    Different types of nails and well as teeth.
    Clothes; I'm not sure why, but a pack like this feels like it should have classic 17th or 18th century 'witch hunt' or rather 'werewolf hunt' clothes but slightly modernised. There should be scruffy torn sackcloth items as well as corset dresses and formal wear and those buckled shoes and hats. A werewolf hunter outfit could be cool as an unlockable.
    I will consider making a collage for other CAS item ideas.

    Create a Sim needs lots of work and it will be one of the most challenging to design and execute.

    Sim Needs Panel:

    Similar to both Vampires and Spellcasters, there will be a ranking system from Omega to Delta to Beta and finally to Alpha symbolised by a human (sim) foot turning into a paw with each stage. (Im not sure which powers should be included please let me know your ideas).
    In their normal sim form the panel will be almost identical to the Spellcaster format of the panel, (Bladder, Hunger, Energy, Fun, Social and Hygiene)
    with the xp bar at the bottom and a moon phase bar the top. The moon at the top of the panel will work similarly to the Spellcaster charge orb/ball. It rotates clockwise from new moon to full moon and sims will get a moodlet 24 hours before the full moon signalling the change. Im not sure how long the moon phases should be. The panel format changes when they are in wolf form, (Longer Hunger Bar at the top, Bladder, Fun, Social, Hygiene and no Energy bar) Sims burst into their wolf form and stay that way for 8 to 12 hours in the moonlight, during this time they must hunt, howl, socialise with other werewolves, turn other sims etc. to gain xp. Like vampire energy, if they run out of hunger in their wolf form they will get a curse (Untamed/Wild Beast for example). If they lose too many duels with other werewolves they will get a permanent 'Omega' curse which freezes their xp bar. If a sim turns against the moon they will get a similar curse/effect as overcharging a Spellcaster and could die.

    Let me know what else y'all think would be cool.

    Traits and Aspirations:

    'Leader of the Pack' aspiration, 'this sim wants to be the alpha of the pack'.
    'Lore Master' aspiration 'this sim wants to know everything about werewolves'.
    'Werewolf Hunter' aspiration 'this sim wants to hunt and cure werewolves'

    I have no clue what traits should come with this.

    It sucks that they added Wolfsbane to Vampires, cause now you need that pack for it.
    Monkshood is an alternative name even though its pretty much the same thing.

    Other details:

    There should be a few lore enthused townies, another who thinks werewolves are none existent (aka the actual werewolf), and a crazy werewolf hunter family "the Von Wolfzings" obsessed with eradicating monsters.
    A poppy or similar flower that changes colour in the presence of a werewolf, like garlic for vampires.
    A werewolf lore skill perhaps?
    Cure making; Death Metal (silver could be a new metal) and Monkshood in a soft arrow and a new item could be a crossbow or a new potion.
    Decor could include "den" furnishings, a stuffed wolf head trophy and carpets (faux), a wolf hunter kit, some hints to a vampire feud or spellcaster curse.
    Howling can be heard in all worlds.
    Dogfish and (atlantic) Wolffish added.
    Monkshood and Poppy as new harvestables.


    Let me know how normal sims could change into werewolves as an alternative to being bitten or scratched,
    as well as alternative cures to the ones I've listed.


    Crossover Features:

    Vampires; Duels, Rivalry, curing/cursing when bitten by the other... your very own Twilight story -_-
    Realm of Magic; a new spell to curse sims into becoming werewolves or a potion to cure them.
    Outdoor Retreat; new "ghost" story
    Cats and Dogs; Dogs can howl with Werewolves


    Cool, thats all from my side at this time, I look forward to reading your ideas and input.
    Lets manifest this pack!

    ~SimmerNS



    Wait, is this for a pack or a mod?

    If it's a pack, then awesome! If it's a mod, then I'm on console so don't care.

    No offense to you because it really does sound great but if it becomes a mod, then that seems like it will be even LESS chance that it'll be a pack since the mod will exist. So those of us who can't afford to buy the whole game with all the packs on PC too won't get it.

    I really would love to see what you're doing come out as a pack though! It sounds great!



    Hey there!

    This is a concept/collaboration idea for a gamepack.
    I am not a modder, but mad respect to all the mods out there who do make awesome content.
    Its basically just a creative outlet for people who want to contribute their ideas into what they think would be a great pack.
    If this will ever be considered by EA I have no idea, but its worth a shot.

    Peace,
    ~SimmerNS

  • temporalgodtemporalgod Posts: 800 Member
    SimmerNS wrote: »
    Hi everyone!

    Thank you for taking the time to read and participate.

    After researching a bit, I got enough inspiration to design a concept Werewolf pack.
    Here is what I came up with.

    World:

    Starting with the map, I have decided to name it Crescent Ridge for the time being (after Moonlight Falls and Lunar Lakes from the Sims 3) and the overall look and aesthetic is a combination of Selvadorada, Forgotten Hollow and Glimmerbrook or Granite Falls (I decided this based on the overall look of all the Sims 4 maps put together by @stellar_roses).
    In the top right of the map, a waterfall with a stream/river flowing though the right half of the map and later becoming the Forgotten Hollow waterfall. There is room for one lot on the right side near the cliff. On the left there is room for four lots, one of which a 'lore site' such as a bar or a museum. On the left side, a road enters from the middle into the town. The bar or museum is located in the bottom left and there is also a town square with a fountain and a wolf statue. There are two lots further in, near the river, and one lot at the top left in the middle of the woods. A bridge over the river connects the lot on the bottom right with the rest of the town. It has an overall mountain/cliffside feel and there is a lot of dense forest (pine or fir perhaps?). Near the waterfall there is a rock/boulder where 'wolves' have been spotted howling. On either side of the river there are fishing signs.

    That is all I have in terms of the world for now.

    Create a Sim:

    An occult option will pop up in the usual panel. Sims are built bulkier, with slightly elongated limbs, broader shoulders, muscular forearms, proper stifle (canine knee) and hock (elongated ankle), a canine head (fully customisable), fur types and length, scars or tattoos, paws etc.
    Head; overall shape (short, long, flat or protruding), eyes, muzzle, ears, jaw, eyebrows, teeth etc. (similar to vampires)
    Fur/body hair; Included in beard, hair, face and body details. Werewolf sims are naturally hairy with a slider to control density and length.
    Different colours include; black, white, grey, red, ginger, brown, blonde and so on, perhaps even mixed options.
    Tattoo's and body scars; I'm not sure about this, let me know if born werewolves should have 'tribal' tattoos and made werewolves scars.
    Different types of nails and well as teeth.
    Clothes; I'm not sure why, but a pack like this feels like it should have classic 17th or 18th century 'witch hunt' or rather 'werewolf hunt' clothes but slightly modernised. There should be scruffy torn sackcloth items as well as corset dresses and formal wear and those buckled shoes and hats. A werewolf hunter outfit could be cool as an unlockable.
    I will consider making a collage for other CAS item ideas.

    Create a Sim needs lots of work and it will be one of the most challenging to design and execute.

    Sim Needs Panel:

    Similar to both Vampires and Spellcasters, there will be a ranking system from Omega to Delta to Beta and finally to Alpha symbolised by a human (sim) foot turning into a paw with each stage. (Im not sure which powers should be included please let me know your ideas).
    In their normal sim form the panel will be almost identical to the Spellcaster format of the panel, (Bladder, Hunger, Energy, Fun, Social and Hygiene)
    with the xp bar at the bottom and a moon phase bar the top. The moon at the top of the panel will work similarly to the Spellcaster charge orb/ball. It rotates clockwise from new moon to full moon and sims will get a moodlet 24 hours before the full moon signalling the change. Im not sure how long the moon phases should be. The panel format changes when they are in wolf form, (Longer Hunger Bar at the top, Bladder, Fun, Social, Hygiene and no Energy bar) Sims burst into their wolf form and stay that way for 8 to 12 hours in the moonlight, during this time they must hunt, howl, socialise with other werewolves, turn other sims etc. to gain xp. Like vampire energy, if they run out of hunger in their wolf form they will get a curse (Untamed/Wild Beast for example). If they lose too many duels with other werewolves they will get a permanent 'Omega' curse which freezes their xp bar. If a sim turns against the moon they will get a similar curse/effect as overcharging a Spellcaster and could die.

    Let me know what else y'all think would be cool.

    Traits and Aspirations:

    'Leader of the Pack' aspiration, 'this sim wants to be the alpha of the pack'.
    'Lore Master' aspiration 'this sim wants to know everything about werewolves'.
    'Werewolf Hunter' aspiration 'this sim wants to hunt and cure werewolves'

    I have no clue what traits should come with this.

    It sucks that they added Wolfsbane to Vampires, cause now you need that pack for it.
    Monkshood is an alternative name even though its pretty much the same thing.

    Other details:

    There should be a few lore enthused townies, another who thinks werewolves are none existent (aka the actual werewolf), and a crazy werewolf hunter family "the Von Wolfzings" obsessed with eradicating monsters.
    A poppy or similar flower that changes colour in the presence of a werewolf, like garlic for vampires.
    A werewolf lore skill perhaps?
    Cure making; Death Metal (silver could be a new metal) and Monkshood in a soft arrow and a new item could be a crossbow or a new potion.
    Decor could include "den" furnishings, a stuffed wolf head trophy and carpets (faux), a wolf hunter kit, some hints to a vampire feud or spellcaster curse.
    Howling can be heard in all worlds.
    Dogfish and (atlantic) Wolffish added.
    Monkshood and Poppy as new harvestables.


    Let me know how normal sims could change into werewolves as an alternative to being bitten or scratched,
    as well as alternative cures to the ones I've listed.


    Crossover Features:

    Vampires; Duels, Rivalry, curing/cursing when bitten by the other... your very own Twilight story -_-
    Realm of Magic; a new spell to curse sims into becoming werewolves or a potion to cure them.
    Outdoor Retreat; new "ghost" story
    Cats and Dogs; Dogs can howl with Werewolves


    Cool, thats all from my side at this time, I look forward to reading your ideas and input.
    Lets manifest this pack!

    ~SimmerNS



    It's good, So far the closest thing we have to this is the Werewolf mod made by SpinningPlumbobs, it's real shame too because us Console players can't use mods and I for one would rather have Werewolves over Kits any day,

    https://youtu.be/dc_eDxHWbUM
  • ddd994ddd994 Posts: 418 Member
    Op sounds amazing!

    The werewolf design is exactly what I’ve been hoping for with a proper werewolf body and customisable wolf head and fur. They gave us those weird alien heads with Star Wars that animated just fine so I think they can do it if they wanted to. Body hair, scars, teeth and nails all sound like great additions, for human form and also werewolf form. I would be disapointed if we had the same wolf man style werewolves we’ve had in previous sims games..

    For the world, I think there should be a closed off mineshaft in the cliffs that leads to the mineshaft from forgotten hollow, as currently it leads nowhere.. I love the sound of the map though, maybe it’s a snowy forest, kinda like the village/forest from van helsing? Somebody else mentioned Scottish moors, I think this could also work, maybe a hybrid world?

    The cas sounds great! As for the wolfsbane, I’ve always thought werewolves would be a great sister pack to vampires, perhaps they could be quite heavily linked together? Definitely add werewolf lore as a skill, and maybe a slayer/werewolf hunter aspiration?
  • superkyle221superkyle221 Posts: 1,119 Member
    They should make the gameplay aspect basically be a large scale game of Werewolf. I don't know how it would work but it would in a colonial village.
    I don't remember how to change my signature.
  • MilutinMujovicMilutinMujovic Posts: 1,188 Member
    Okay, so I created a short list of must-haves, which should of course be expanded in more detail, but for now, it is like this.

    Base game updates:
    • Moon phases
    • Body hair

    Realm of Magic updates:
    • Ability to create and cure werewolves and vampires with magic (highest rank of spellcasting)

    Vampires updates:
    • Make unique rivalries/partnerships with werewolves.

    Werewolves game pack:
    • Ability to customize werewolf form, similar to vampires
    • Earning lycanthropy XP with perks and weaknesses.
  • temporalgodtemporalgod Posts: 800 Member
    Okay, so I created a short list of must-haves, which should of course be expanded in more detail, but for now, it is like this.

    Base game updates:
    • Moon phases
    • Body hair

    Realm of Magic updates:
    • Ability to create and cure werewolves and vampires with magic (highest rank of spellcasting)

    Vampires updates:
    • Make unique rivalries/partnerships with werewolves.

    Werewolves game pack:
    • Ability to customize werewolf form, similar to vampires
    • Earning lycanthropy XP with perks and weaknesses.

    I want my Werewolf form to look like ones from Skyrim and ESO.
  • ElisdreamElisdream Posts: 295 Member
    edited March 2022
    I would kinda like a village world based on Scotland or Germany, with typical villagers, and a deep forest area full of pines, with some residential lots.

    I'd like the village to have some kind of lore about warewolves we can learn about from scared villagers, and maybe from some sights, but I'd like it to remain pretty occult at first sight and you to have to actively do some search 🔎

    They can have their own books like vampires do to learn everything about lycantrhopy.

    I don't know if there's already a wolf "coat" in Cats and Dogs, but that would be cool.
    They could add wolves as wild animals just as they did with CL foxes and bunnies.

    Warewolves could get special moodlets from everything related to nature. From swimming in the water in their wolf form (ahh the freedom of wildness) or sleeping outside under the stars or howling at the moon.
    Post edited by Elisdream on
  • ncisGibbs02ncisGibbs02 Posts: 2,019 Member
    I really like the vibe of a Scottish village type world. I remembered an episode of Dr Who when David Tennant was The Doctor and it featured a werewolf. It had Queen Victoria as well.

    Perhaps a village pub could be a place where there are special NPCs to gossip with and exchange tales.
    Now alternating between Sims 2,3 and 4! 😊☕️🌞
  • ddd994ddd994 Posts: 418 Member
    Maybe the villagers have some kind of holy water, or like blessed water (so not religious) to coincide with vampires? As the vampire pack has wolfsbane..?

    I think werewolves should wake up dazed, naked and dirty in the bushes somewhere in the morning after a full moon?

    Maybe the villagers have sheep or lambs for the werewolves to feed on? Or chickens for cross pack comparability 😅
  • GordyGordy Posts: 3,022 Member
    The pack must include dragons.
    TS1_dragons_hatching.jpg
    The Sims 4 hasn't introduced a new musical instrument since 2017
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