Simming Tips Repository

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  • Metior_IceMetior_Ice Posts: 2,171 Member
  • KyreRoenKyreRoen Posts: 658 Member
    edited June 27
    Simming Tips #14: Send In The Clones

    Sleek chrome-disc housing, sloping outward into the points of an X.

    Ventilation slots north, south, and intermediate points.

    Opposing, slip-resistant, rubber steps.

    Glowing green impression lining.

    Heat dissipation pores.

    Three-point glowing green lights, pulsating at left and center.

    A rapid, thrumming heartbeat.
    JOsqzSD.png
    Probably costs as much power to use, as it does ethics.
    The Cloning Machine is one of 6 scientific inventions (1 of 21 breakthroughs), born of 2 common metals and 2 common crystals. Whilst its initial function is the replication of most [live-draggable] items, at level 8 of the Scientist career, one can upgrade its functionality to the replication of sims, as well.

    Predating the spells, "Duplicato" and "Copypasto", Get To Work brought with it a gameplay object with a lot more going on under the hood, than one would expect. Unlike the aforementioned spells, the machine can not only clone objects and oneself, but other sims (regardless of whether or not they are a part of one's household)...and yet it's a lot more nuanced than that.

    Cloneable (playable) lifestates and lifestages:
    • Children
    • Teens
    • Young-Adults
    • Adults
    • Elders
    • Ghosts
    • Aliens
    • Vampires
    • Spellcasters
    • Servos
    Non-Cloneable lifestates and lifestages:
    • Babies
    • Toddlers
    • Pets
    CAS
    Retain:
    • Surname
    • Voice
    • Occult Type
    • Walkstyle
    • Gender Settings
    • CAS Assets
    • Body Shape
    • Fit/Fat Levels
    • Skintone*
    • Preferences (Likes/Dislikes)
    • Aspiration Choice Trait
    • Personality Traits
    • Secondary Form CAS Assets (Disguise, Dark Form, Mer Form)
    Do not retain:
    • First (given) name (Randomized)
    • Aspiration (Randomized, despite retaining the original's aspiration choice trait).
    If the cloning process does not go as intended, the resulting clone will be an "evil" one. Evil clones can have any combination of the following aspects:
    • "Evil" and/or "Mean" replace(s) one or two of their originals' traits.
    • Red eyes
    • Goatee (if male)
    Personality
    Retain:
    • Aspiration Reward Traits
    • Character Value Traits
    • Gameplay Reward Traits
    • Reward Store Traits
    • Potion-Imbued Traits
    • Fame Quirks
    • Servo Behavior Modules and Statuses (Enabled/Disabled)
    • Phone Colour
    • Umbrella Colour
    • Weather Preferences
    Do not retain:
    • Character Values Progress
    • Favourite Drink (Randomized)
    • Fruitcake Like/Dislike
    • Utensil Preference (Resets to forks)
    • Holiday Resolution
    Condition
    Retain:
    • Death Type (Ghosts)
    • [Left/Right] Handedness
    Do not retain:
    • Age Progress (Clones start at the beginning of their originals' lifestages)
    • Moodlets (Clones start out happy due to high needs)
    • Needs Levels (Clones start with full needs)
    • Satisfaction Points*
    • Inventory*
    • Spellcaster Curses
    Knowledge
    Retain:
    • Skill levels and Progress
    • Food Recipes
    • Spellcaster Rank and Progress
    • Spellcaster Perks
    • Spellcaster Spells and Potion Recipes
    • University Degree(s) (If the original graduated)
    • Vampire Rank and Progress
    • Vampire Powers, Weaknesses, and Movement Type (Bat, Mist, Super-Speed, None)
    Do not retain:
    • Aspiration Progress/Completion*
    • Notebook Entries
    • Scientific Breakthroughs
    • Servo Enhancement Progress Level
    • Spellcaster Talent Points
    • Vampire Power/Weakness Points
    Social
    Retain:
    • Fame Progress and Level
    • Reputation
    • Fame Perks
    • Familial Ties (Clones are designated as the siblings of their originals)
    • University Alma Mater (If the original graduated)
    • Secret Society Greeting (When greeting other members/ex-members)
    Do not retain:
    • Relationship Levels* (Clones are "acquaintances" with all household members, and "friends" with their siblings.)
    • Career/Schooling*
    • Clubs
    • University Organisations
    • Fame Points*
    • Spotlight Status (Clones start out with fame enabled)
    • Influence Points*
    Notes:
    • Clones may retain [any combination of] Fame, Influence, and Satisfaction Points in rare cases.
    • Clones may start as "friends" with their parents, even if they are not within the household.
    • The first clone created may start out as "acquaintances" with their original.
    • Clones of children and teens will retain their "careers" due to schooling being mandatory for both lifestages, as well as automatically gain the requisite homework books.
    • Spellcasters will gain Glimmerstones automatically.
    • Clones do not retain aspiration progress/completion, but may start with them automatically progressed/completed if the requisite variables are present (occult status, skill level, etc).
    • Clones may have entirely different skintones from their originals.
    • A sim cloned whilst under the influence of the 'Ghost Goo' serum creates a ghost clone with the "Old Age" death type, making them an actual ghost, not a temporary one.
    • Child clones will glitch out, snapping in and out of T-pose whilst not moving. Simply exit to 'Manage Worlds' and load back into the household to fix the issue.
    So now that we've run the gamut regarding what does and does not carry over to one's carbon copy, let's delve into gameplay potential.

    The Cloning Machine isn't exactly one's run-of-the-mill household appliance, and can struggle to simply blend into one's more mundane playthroughs. It can, however, be carried in one's inventory, stored in the household inventory, and stored in the ICYA - Chest (DU) or the Sticker Storage Box (Eco) (Though I'm assuming one has to disassemble it for such compact storage) so it's not as though there aren't places to keep it out of the way (much like Clark's spaceship under the Kents' barn).

    As for the actual story value...this might take some slight liberties regarding "mundanity"...

    1 - The Only Child - Given that any sim resulting from the cloning process is born as the sibling of the original, one could use it to give themself a sibling, or perhaps as a gift, grant their friend/significant other their own. This could also work as a story in which our hypothetical sim's parents had always wanted a large family, but never had the time, money, (or ability). Now that they're too old (or getting there) to conceive, cloning becomes a way to give them that.

    2 - Expecting Parents - Piggybacking off of the previously-mentioned parental angle, perhaps one or both parents are scientists, and instead of conception or adoption, they opt for cloning, instead. In fact, one could have a family of children brought into the fold in different ways: adoption, conception, guardianship, and cloning.

    Let's flip this on its head, however, and go a darker route: Perhaps instead of having their own child, the parent(s) instead clone someone else's, taking the clone under their guardianship. This could make for a story wherein the clone meets its original one day, perhaps becoming at-odds with its creator(s), or even going so far as to try to replace the original altogether.

    Want to push it further? Perhaps the clone is fine with its origins, opting to carry on the torch by cloning others into the family (like a twisted Legacy Challenge of sorts).

    3 - The Loner - Not everyone has "The One". Even if we all do, the sheer number of variables between one person and another make it almost impossible that both parties would ever meet. Even if one ascribes to the fact that "The One" isn't a coalescence of cosmic serendipity, one could still make the case that anyone can be "The One" with work, synergy, and a bit of luck. Perhaps one believes neither, and a relationship either works, or it does not. Whatever your romantic philosophy, one thing is certain: it would all be a lot easier if the person in one's imagination were both real, and within reach.

    As such, perhaps our hypothetical sim seeks to clone someone and make them theirs. A blank slate with all of the benefits of the desired other, but untainted by external influence (they're even single by default).

    Let's go darker... Perhaps our hypothetical sim has such high standards and specific expectations, they decide to not only create an entire living being, but craft its persona to their liking. For this, we'll go back one lifestage to teenhood. The teen is procured, cloned, and sent on their way, not remembering a thing. There are a multitude of things that can aid in the storytelling:
    • Weaponized Joke ('Joke Star' aspiration reward)
    • Mesmerise/Irresistible Slumber/Influence Emotion (Dazed) (Vampires)
    • Deliriate (Spellcasters)
    • Multiple Kava drinks in a row (Kava Root + Kava Bowl)
    • Grand Meal (Holiday tradition)
    • "Knockout" (Satellite Invention)
    The clone is then taken into guardianship, character values fine-tuned, grades and skills honed, trust and admiration cemented, and traits chosen to one's desires.
    For the patient (or immortal), this can be akin to caring for a garden. For the impatient, there are two ways to "skip a few years":
    • The Whispering Wishing Well (Romantic Garden - $7,775) - If one makes the Well angry (Just donate the lowest possible amount), bringing it to the point of wearing a hood, one of the bad outcomes of wishing for youth is instant aging to the next lifestage. The caveats are that this can go badly enough that the sim is instead made a ghost (perhaps karmic retribution?), and the sim will be sad upon aging up.
    • Death Flower Arrangement (Seasons) - Documented in my Simming Tips #7, at level 9 of Flower Arranging, a sim can scent an arrangement using a Death Flower. This resulting arrangement, when gifted, ages up a sim by one lifestage. The caveats for this method are the cost (either in time or money) of acquiring/grafting a Death Flower, and the need to increase the requisite skill to make the arrangement.
    Once aged up, all romantic restrictions are lifted. The perfect partner is now complete.

    4 - The Immortal - Chugging "Age Away" serums/Eternal Youth potions...gambling with one's life at the Whispering Wishing Well...it's all well and good, but perhaps there's a weirder way to obtain pseudo-immortality.

    Given that clones start at the beginning of their originals' lifestages, a clone could be used as the replacement for an aging sim. Even on the day of their aging-up, a clone can be created with nary a day past 0 on their counter.

    Our hypothetical sim has lived a life. Full? No, but a life, nonetheless. As their days of spritely youth fade into the background, they retire from the world to a place of peace (possibly a waterfront property in Sulani). In their stead, a clone - rife with all of their earned skills and unique persona - steps into the spotlight, ready to carve their original's name into the minds of all they encounter. Since the clone has none of the relationships (besides familial) of the original, they will not feel the passing of those the original once knew, sparing them the sorrow. Since they have no romantic ties, they are free to love and be loved as they wish. With everything inherited, they can only go up from where their predecessor left off (or down...I mean it can be as much of a rollercoaster as you like). After they have fulfilled their purpose, they step onto the
    Cloning Machine...just as their predecessor had before them.

    Want to spice this up? Maybe they're not the only "Immortal" lineage.

    5 - One People - Have you ever pondered, "What If...?". If you have, then perhaps instead of pondering it, our hypothetical sim can instead live it. What if they settled down and had a family? What if they dated around, forever a single soul? What if they were a homewrecker? What if they were a vampire? What if they were a mermaid? What if they were an adventurer, camping out in all the worlds? What if they were a celebrity? Etcetera...etcetera.

    Our sim creates a clone, lets them loose on the world, and keeps in touch every now and then. Through their eyes, we see every possibility...all played out in the same save. Our sim, however, acts as the immortal overseer of it all (keep your "Age Away" serums/Potions of Youth handy).

    6 - Serial Fanatic - The silver screen. The world stage. A best-selling novel. A beloved painting. Fame comes in many forms...but to so few sims.

    Our hypothetical sim isn't famous, but they are imaginative...oh, and let's not forget obsessive. Their eyes are set on a beloved sim, fans crowding their every appearance, and every breath worth more than the earth itself. This gilded figure is up so, so high, the clouds are the only worthwhile setting for them to walk upon. Every now and then these earthbound demi-gods deign to look upon our sim's mortal form, perhaps even granting the temporary privilege of their warmth.

    The danger of imagination is found when one develops the tools to make it a reality...and now our sim has the cloning machine. Once again, you decide how to get them there, perhaps putting them into a daze with a well-timed joke, or perhaps a few swigs of kava. Whatever the method, they either won't remember a thing...or they'll never leave the house.

    Our sim becomes best friends with their creation, sends them out to replace their original, then decides what to do with the celestial being they have at home.

    Perhaps an autograph will save them...

    Perhaps, like Icarus, they flew too close to the sun...

    With their urn now adorning our sim's home, the autograph becomes that much more valuable upon re-appraisal. The clone basks in the lifestyle, whilst at our sim's beck-and-call. It's fun for a time...

    Oh, but who's this? Ah, looks like a new star, poised to fall...
    Post edited by KyreRoen on
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • KyreRoenKyreRoen Posts: 658 Member
    edited June 27
    Simming Tips #15: Rug-ged Living

    In Simming Tips #11 we traversed past the first swatch of the things that adorn the four sides of a room, in order to find "where the wall things are". Now it's time to go back. The world within Build Mode yet hides more secrets to uncover beyond the first swatch. This time, however, instead of looking straight ahead...it's time to look down.

    Between one's toes are a medley of shapes, sizes and colours as one's steps are cushioned with every footfall. Yes, today we're looking into rugs.

    Rugs in TS4 are a weird paradox of not enough colours/designs, and too many, all at once. A cursory glance often gives off very few attractive options, exhausting the attention span into instead looking back to tried and true options. In a way, the way swatches are set up make it very hard to see an object as anything but its first iteration. Hovering over the object reveals the miniature lines of colour off to the left, then one must click to expand them, and hover over the now expanded options in order to see the other forms. This is fine...in theory.

    The best judge of something is what one sees in the first thumbnail, which should be an indication of what's to come, regardless of colour. The problem is that if there are other shapes or designs, once one has finished utilising what one needs, it's hard to remember that (for example) there's a circle of vegetables hidden behind one of City Living's rugs. If it isn't front-and-center, then it's hard to both remember...and care to find it again.

    In my opinion, what would work better would be a panel that shows all forms of the object side-by-side (perhaps in a filmstrip format just above the BM UI, or off to the right of the screen), which would, in essence, showcase the object's forms as their own separate objects, but without sacrificing BM space.

    But I digress...Let's begin, shall we? It's time to delve into the the nuances of shape, size, and form. Let's peer between our toes and marvel at the wonders of rug-ged living.

    Rugs (From left to right, top to bottom):
    Basegame:
    qcuMEBJ.png
    • Kindermade Kushy Floor Art - $65
    • Happy Family Rug - $65
    • Animal Squares Kid's Rug - $70
    • Hopscotch Runner - $135
    Get Together
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    • Club Rug - $35 (Unlocked through Club Perks)
    City Living
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    • Warming Element - #50
    • It's Not a Tarp! - $75 (It's a tarp. In fact, it's almost the same tarp from OR, except without little gold rings on the silver rings, and in different colours).
    • Trouk Fringe - $120
    • Chalked Down - $185 (Yes, they are all the same rug).
    • The Chromaticalliptic Mosaic - $300 (If you look closely, you might actually see images in this stained-glass-esque nightmare).
    • The Colourful Beneath - $375 (Turns out that rug with the black background that I thought was CC this whole time was a legitimate DLC item...)
    Cats and Dogs
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    • Pile of the Sims Daily - $10 (Well, it seems Maxis took the feedback and reintroduced the newspaper. It even comes pre-yellowed and stained).
    • Place Food Here Mat - $10
    • Rug My Belly All-Species Rug - $20
    • Marvelous Mega Mat - $200
    Seasons
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    • All Seasons Welcome - $15
    • Gems Of The Season Rug - $100
    • Perfectly Preserved Rug - $195 (Oh look, an enlarged mousepad).
    • A puddle In Fabric - $310
    Get Famous
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    • Well-Traveled Rug - $65 (It comes in "well-used", pristine, and "cut down by 30%").
    • Stage Markings - $65 (Who would even...I just...But why though?).
    • Schmancy's Fancy Rug Slice - $135 (Oh great...DLC for your rug. Must be sold by EA, especially since you have to pay full price for each part (totaling $540)).
    • Trendy Rug Collection: Perfection in Wait - $400
    Island Living
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    • Island Magic Rug - $375
    • Kaleidoscope - $195
    Discover University
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    • Character Defining Rug - $190
    Eco Lifestyle
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    • Mystery Material Rug - $360
    • Straight Outta Malibu Rug - $375
    • Fabricated Rug - $195 (Made using dyes and the Fabrication skill. The last two are the rare dyes).
    Snowy Escape
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    • Your Moment of Zen Garden Rock - $10 (Far be it from me to suggest that these aren't rugs, but rather badly-rendered rocks with moss on them. I'm no rug expert).
    Outdoor Retreat
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    • Wilderness & Yonder Outdoors Rug - $300
    Vampires
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    • Victorian Floor Rug - $310 (The one on the bottom row to the left looks like it was made in the Victorian Era).
    Parenthood
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    • Large Printed Rug - $115
    • Choose-A-Print Throw Rug - $55
    Jungle Adventure
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    • Selvadoradian Throw Rug - $140
    • Huge Selvadoradian Rug - $315
    Strangerville
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    • Patterned Rugs - $130
    Realm Of Magic
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    • Relentless Rugs Of Repetitiveness - $30 (You know what this looks like. I know what this looks like. Maxis knows what this looks like. Little Timmy will one day hit puberty and realise it too).
    • GuberLift Magic Carpets - $350 (Despite the description suggesting otherwise, this carpet does not, in fact, fly).
    Spooky Stuff
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    • Fright Night Rug - $125
    Movie Hangout
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    • Sha(g)ka Bra - $245
    Backyard Stuff
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    • Feelin' Froggy - Rug - $40
    • Sun Rug - $135
    Bowling Night Stuff
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    • On Pins & Nebula - $200
    Fitness Stuff
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    • 🤔🤔🤔🤔 & Tell Runner Rug - $190
    • Fractal Rug - $460
    Toddler Stuff
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    • The Brat Mat - $325
    • Packanack Blanket - $400
    Laundry Day
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    • Fruit of the Loon Rug - $150
    • Eclectic Rug Trio - $230
    Moschino Stuff
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    • Modern Muse Rug - $300 (Might be one of the least expensive items in Moschino's catalogue, given the prices of their clothing).
    Nifty Knitting Stuff
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    • Cable Knit Rug - $0 (Made using the Knitting skill).
    Holiday Pack
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    • Replica Rangoli Design in Florals - $180
    • Replica Rangoli Design in Pastels - $200

    And we're done. Don't worry, we'll take a trip back into build mode sometime soon. For now, enjoy the sole (pun intended) pleasure of a nice rug.
    Post edited by KyreRoen on
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • KyreRoenKyreRoen Posts: 658 Member
    edited May 6
    Vampire Playthrough Ideas

    "Slave to Master"
    A play on "Rags to Riches", this sees a young mortal taken from their family by a grand master vampire (Drain Life Spirit on the parents, then use "move household" to transfer the child over). Unable to remember what they looked, sounded, or smelled like, and unable to fight back against their master, the young one resolves to play the part, whilst plotting their master's downfall.
    • Know Your Enemy - Rank up in vampire lore, but only when "Master" is asleep. The study is off-limits to you, and the only functional bookshelf is inside, so unlock it when going in, but lock it when done. "Master" isn't going to be forgiving if it's found unlocked.
    • Ready Your Weapons - Grow your own garlic, but do it in secret. Obtain garlic, but grow it in a secret room in the house/manor/estate, blocked by a secret bookshelf door. Use bb.ignoregameplayunlocksentitlement true to unlock the one from the secret agent career.
    • Learn Helpful Skills - ...such as voodoo. Obtain a doll (you can do so through fishing, fabrication, digging in a dirt patch, buying from a vendor stall, or ordering through the computer), bind it to "Master", and take out any frustrations on them without being found out.
    • Tamper With Everything - As a slave, you're relegated to being the butler, the maid, the cook, etc. Mischief (for sabotage) and Handiness (to break things) will be your greatest strengths.
    • Train Your Body Alongside Your Mind - Whilst "Master" lazes about contentedly, hone your body into a finely-tuned machine. Brains alone won't win the day.
    • The Enemy Of My Enemy - "Master" has recently taken a mate. Hone your charisma and enthrall yourself an ally, using the power of words. This will be your sire once you've taken "Master" down.
    • Fight Back - With everything at your disposal, break "Master" down systematically, then take them out. Should you be victorious, you are now the Master. Should you fall...your ally will have to pick up the fight. They never really liked your "Master" anyway.
    "Vampire Detective"
    As a detective, you thought the world was bleak enough. So many things left you needing a long shower at the end of an even longer day. When you became a vampire and began reading the minds of others...the showers became even longer. As an apex predator, your code is constantly tested, and your methods...well...those have become painted with shades of gray.
    • Trust Your Instincts - There are some truly Evil people in the world, and no one is making them pay...because no one knows who they are. You do. Use your "Detect Personality" power to find those with the Evil trait. Decide if (based upon their other traits) they are truly evil, or just lovers of a bit of schadenfreude.
    • Go Undercover - Befriend your target and pinpoint those related to them, then get to know those people, and slowly integrate yourself into their life.
    • Gear Up - Rank up your vampirism and add voodoo to your repertoire to add more weapons to your arsenal.
    • Weaken From Within - Systematically weaken their support systems by draining their family's life spirits and moving them out of the household (hide them in a safehouse); Drain their friends' life spirits so they'll stay away; seduce their significant others until they break it off with your target, then move them and any children out of their household (to safety).
    • Get In Too Deep - Become the best of friends with your target, gain their trust, then move them into your household.
    • Be Judge, Jury, & Executioner - Decide how to deal with your target: Do you drain their life spirit and kick them out with a clean slate and no money, or do you go the darker route, push their emotions over the edge (using Emotional Influence and the Voodoo Doll), and stain your hands with something only your fangs have been stained with thus far?
    • Pure Enjoyment, Or Necessary Evil? - Take a drink...you'll need it after that. Maybe another. Do you develop a vice to cope with your new "job", or do you remove your humanity bit by bit, and Dampen your Emotions?
    "5 Vampiric Fingers"
    Another night came and went. Your fingers twitched, aching to seize something that didn't belong to you. Your eyes shifted to and fro, every person on the street a potential payday. They told you that if you did it again, you'd go away for a long, long time. Your fence cut ties with you when you got caught. Your accomplices sold you out. Straight and narrow, right? But what were you going to do about the aching in your gums? The frog your sire left you wasn't enough. What about the distinct lack of nocturnal jobs? That part-time gig just wasn't cutting it. What about that little "trick" your sire taught you before leaving? Y'know...the one that opens doors.
    • Skeleton Key - "They" may have broken you, but your now absentee sire built you up again. Your sire never left a name, but instead left you a gift...and it just keeps on giving. Grab the Kleptomaniac trait and unlock the 'Eternally Welcome' power, kit yourself out in concealing gear, and step out into the moonlight. Every door is open to you, just pick your mark and say the magic words. Once inside, grab what you can without being seen. Someone catches you? Just give them a glimpse of those long, sharp, pearly whites. It's a rush, isn't it? Y'know what they say, "the first one's free".
    • Like Riding A Bike - Don't worry if you got caught, as they won't remember a thing (That early-morning headache is a real pain in the neck). Looks like you're a bit rusty, though, so it's time to get your mojo back and train up your mischief skill. The better you get...the better you'll get. Also, may want to invest in a getaway strategy if things go wrong (can't bite everyone, after all). Find your zen, and "ohm" your way from one place to the next. Sprout wings and make like a bat outta- you know. Maybe even invest in a two-wheeled getaway vehicle.
    • Wanna See A Hat Trick? - After 3 items, it's time to move on. Linger too long, and not only will your targets start being sick and tired of being robbed, but you'll get complacent. Don't want that. You've places to go, promises to keep, and valuables to pilfer whilst everyone's asleep.
    • [Optional] Thief Sim-ulator - It's not enough to just take things. If it were that simple, you wouldn't have gotten caught in the first place. You have to make sure there's nothing to tie your daytime persona to your nighttime alter-ego. "Repaint" and "re-fit" items through the switching of swatches (but only if doing so doesn't change the what the item is or what it depicts). Build your programming skill and hack stolen computers through the use of personally-made plugins and viruses. Additionally, a bit of actual hacking can clear out a target's funds in the 'Lothario Trust Fund', and wipe any police reports stored in the 'Crumplebottom Servers'.
    • Sitting On The Fence - Time to reap what you've sown, but there's no justice to be found here. It's time to procure yourself a fence, someone who'll play "Hot Potato" with those items you're holding, and throw back a sack of cash instead. Scout out a potential candidate through 'Detect Personality'. You're looking for someone who's materialistic and/or ambitious enough to be your go-between for the "seedier" side of things. Once you've found your ally, butter 'em up enough that they'll accept your offer by becoming the best of friends. It may take time...but time is money. Once you've secured their help (you don't have to move them in), store your hard-earnt spoils in a safe place within your home. The depreciation in value will serve as your fence's "fee". On a set day of the week, sell it all.
    • All The World's A Stage - Rob them...and them...oh, and them too. Hit every house. Ravage every neighborhood. It's your world...they just live in it...and they could do with living in it a mite less lavishly.
    • Sharing Is Caring - That was fun...but exhausting. So many things left behind... So many homeowners still enjoying their creature comforts... Perhaps it's time to acquire more hands. Second verse, same as the first, but this time you're looking for others with your..."appreciation" for "not-yet-owned" items. Once you've found one, the same applies as it did to the fence. This time, however, you'll need to move 'em in. Test-drive this new duo of yours, and if it works, consider bringing more into the fold. After all, "many hands make light work". If they're good enough, maybe you'll consider offering them the "dental plan", and unlock 'Vampire Creation' so they too may have a nice set of "pearly whites" (why not offer it to the fence as well?).
    • Infamous Or Incognito? - You've done the work, honed your skills, and are ready to take the worlds by storm. Do you make sure they're forewarned that "the night is dark and full of terrors"? Or will they never know what hit 'em? If it's the latter, then it's time to invest in a drone for "field work", and a recording studio for for those who get their kicks watching you and yours work. Maybe get a job that provides a cover for your newfound fame, and get yourself some sunscreen (or just a Sunlight Reversal drink) for those daytime appearances. If that's not an option, consider leaving a "calling card" at each (finished) home. Perhaps an image to remember you by. Either way, you'll want to hone your knowledge of what you are, now that you know who you are. And who knows? Maybe one day your sire will return.
    Post edited by KyreRoen on
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • ElliandreElliandre Posts: 2,468 Member
    @KyreRoen This topic is amazing. I just put the vampire Caleb Salvatore in the military, but now I think I will switch him to the police career. I like the thought of him as a Vampire Detective. :smiley:
  • KyreRoenKyreRoen Posts: 658 Member
    edited June 29
    Simming Tips #16: A Wedding And A Story
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    The path to forever is made up of hard work, and a lot of beautiful fluff.
    I'll be honest- I'm not one for marriage. In reality, it's a huge gamble spiritually, emotionally, mentally, physically, and financially (almost unimaginably so, for some). In-game, it's more negligible, with its only reason for being a label change from "fiancé/fiancée" to "spouse". At least in the former's case, there are a million-and-one arguments to be made in its favor, from allegiances to boons of all sorts. In-game, however, there is only love (and the "Companion" trait, should you complete the "Soulmate" aspiration). Still, given The Sims is a simpler, more fantasy-adjacent parody of reality, it stands to reason that love is the only necessity to undergo the ceremonial shift in relationship status. If it was all one needed in life, it would be more of a worthwhile answer to any inquiry, but at least in-game - paired with one's imagination - it seems to be just that.

    Yet even still, there is work to be done. Who to invite? What to wear? Where to have the ceremony? Lets take a trip down Lovers Lane with our soon-to-be-weds, Tamora Waescaryn and Boone Jour.
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    Ah Windenburg, the city of love...
    Tamora was raised by two free spirits, ever in love, the world their home. When it was time to leave the nest, she carried on as they had, never settling in one place, but always taking something with her. The one thing she could not seem to uproot and take along on her journey was love. It always seemed to want her to slow down, stay in one place, and nurture it, lest it wither and die like a neglected plant. It took many mistakes, hard-earnt lessons, and the passage of time for her to finally slow down and tend to it.

    Boone was born to a wealthy family in Willow Creek, raised by a very strict mother and a semi-absentee father. The two would take turns in their parenting, with his mother scolding and moulding him, and his father skirting her authority to give Boone short reprieves and enjoyment. Boone would grow up with a dual sense of self, beating himself up for the littlest thing, but inevitably escaping his woes to find enjoyment in his own company.

    The two met one day when Tamora had dropped by his estate to request permission to camp out nearby, in exchange for some work around the grounds. She was saving up the funds to get her own place, but needed a temporary residence for the time being. In the days that followed, Boone would spy her working away, be it on housework, or modifications to her personal setup. He found himself enthralled with the way she would make mistakes, deal with them, and move on without missing a beat. When he caught her in her downtime, she would often be found working on some small project, planning things out, or chatting away with her parents over the phone. When Boone finally took it upon himself to speak to Tamora, he found her easy to get along with. She was quite charismatic, and always had a story, anecdote, or advice to give. She was brighter than the sun to the dark parts of himself. It wasn't all one-sided, however, as he taught her the simple pleasures his father had shown him as a youth- from fishing by the old dock near the estate, to gardening and simple crafts. He helped her to properly save her money and invest wisely, tethering her plans to solid foundation. Friendship bloomed, and love came naturally. With her funds, Tamora built a tiny home on the estate grounds, something simple amidst the grandiosity of the Jour home. Now that she had a permanent place by her love's side, she set out to bridge the gap between him and his parents, encouraging him to finally speak his mind. Some crying, yelling, hugs, and laughs later, the three were more of a family than they'd been in decades. It was in front of his parents that he surprised Tamora with a symbol of his affections, and asked her to marry him.

    Step 1: The Preceding Celebration

    Whether it's "Bach", "Bachelor", or "Bachelorette", impending nuptials deserve recognition, and there's no better way than a party. Given Boone's introverted nature, he had no friends to take him out on the town, and given Tamora's constant travelling, neither did she. Instead, The two would enjoy one celebration together. Renting out the 'Discotheque Pan Europa' in Windenburg, Tamora made sure the DJ booth and bar services were moved downstairs, and made it clear to management that only women, staff, and the "guest of honour" were allowed in. Men were allowed to enjoy themselves, conversing on the ground floor, but the real party was downstairs. The main door read "women only", whilst the side-door was for the bachelor and bachelorette.
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    Someone got the memo.
    Drinks were discounted, social moors discarded, and as a bonus, the message was sent out that the night was "nudity permitted". Whilst it was not a requirement to enter in one's "birthday suit", one would certainly not be expelled for doing so. For the first time in his life, Boone was among quite a few confidently naked ladies, celebrated as the guest of honour. They got to "get down" and "get juiced" on his dime, and he got to feel special.
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    Why hire strippers when good drink, music, and no judgement will bring out the nudists and exhibitionists?
    • If the party is gendered, set up the requisite door within a nightclub:
      • Boys Only! (Spa Day)/King's Door (BG) or Girls Only! (Spa Day)/Queen's Door (BG) - All cost $135
      • If the above is needed, set up the Club Door (Get Together - $50) as well. Create a club for the guest(s) of honour (bachelor and/or bachelorette) and assign the door to the club so that they can come and go as they please if of the opposite gender from the nude guests.
    • Set the lot traits for the nightclub as 'Romantic Aura' (for more likely hip sway dancing) and 'Clothing Optional' (for the nudity).
    • Given sims are attracted to the bar and dj/dance floor, make sure both are where you want the sims (both guests and "guests of honour") to funnel to.
    • Optional activities:
      • SugarFizz Juice Keg (Activities and Skills > Recreation - $150) from Discover University.
      • The Bubbletron 5000/Bubble Machina ($530/$725) from City Living.
      • Ping Pong Table ($1,000) from Discover University.
      • Any games from the recreation category for some fun (naked darts, anyone?).
    Step 2: Catering to the Aesthetics

    After a day or two in Windenburg, the two lovebirds took a trip to Newcrest's 'Wellness Pavilion' (an all-inclusive spa, plastic surgeon, makeover parlor, and clothing store) where they could purchase their wedding attire, and enjoy a spa day. Boone took the lead on this one, intent on having his bride-to-be pampered, despite her usual self-reliance. Tamora wasn't used to people doing more for her than handing her bagged items and change, or the occasional meal in a diner or restaurant, but whilst it was strange, she let herself revel in the fanciness of it all.
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    Risking bad luck for a good look.
    • Clothes shopping can be done one of two ways:
      • A retail store (Get To Work) with wedding gowns on mannequins can provide a way to shop and actually spend money, but takes a bit to set up right. One would need to have an NPC own the store, set up the mannequins, then set the price markups and "set for sale".
      • For a simpler setup, one can simply pretend by setting up a community venue with some convincing décor, as well as some mirrors.
      • The 'Wondrous Wardrobe Platform' (Activities and Skills > Misc. - $600) from Get Famous can help to make it more convincing, as one can have an employee do the measurement and colour-matching animation for screenshots, then use the mirrors for the real outfit change. Side-note: the platform also allows one to change into a costume, which counts towards the related holiday tradition.
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    "Something tells me you'd look good in white. Not sure where I got that hunch."
    • Should one like one of the random outfits, simply cancel the animation before the active sim changes back to default. The outfit is only temporary, however, so at most one can take a screenshot and modify in CAS to match.
    • Another essential part of the aesthetics is getting one's hair, makeup, and nails done.
      • The 'All-in-one Styling Station' (Activities and Skills > Misc. - $400) from Get Famous is a good way to get more "wedding prep" screenshots. With it, one can ask an employee for hair or makeup.
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    She came in with makeup already done, sat there as I patted her face, then got up and thanked me for my "good work".
    • Both hair and makeup return to normal after the animation, but work the same as the platform's clothing changes, allowing them to be retained temporarily if the animation is canceled.
    • Any spa worth its salt will have nail stations set up, allowing for even more of those beautiful screenshots, and actual residual aesthetic effects.
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    Clothes purchased, her did, and face painted. Time to tone up those nails.
    With their outfits ready, looks on-point, and muscles well-tended, it was time to head on home and throw away all of it for a tussle in the sheets. The following day would be their rehearsal dinner.

    Step 3: A Family Affair

    The wedding was only a day away, and despite their familial bonding, Boone's mother was not one to accept anything less than perfection, except now it was for her son, rather than from him. The location for the wedding would be Myshuno Meadows, the cake was baked to perfection, and everything was set to go for the day ahead.
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    This scene is as bright as their future together.
    • For the cake, the "Fresh Chef" trait keeps any made items from spoiling.
    • Tiered cakes can be made using the Gourmet Cooking skill. Even without MWS, there is an option for one at level 5.
    • At level 10 Gourmet Cooking, the option to "garnish" is available, which makes food better quality (in case of a less-than-optimal outcome). Alongside this, the "Heat Sensor" stove upgrade, the "Fresh Maker" fridge upgrade, and the option to "Flavorize" (level 8 Cooking) can help even worst cooks make a great cake (even the low-level "cooking" options).
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    A solid foundation, two intertwined hearts, and everlasting in quality. The symbolism writes itself.
    It was time for the two families to meet officially. Tamora's parents had flown in from their latest excursion in Mt. Komorebi, and Boone's father had rescheduled his business pursuits in order to be present for his son's big day. Though he and Boone's mother had long since been separated (though still legally together), they had come together to be there for the occasion, and any long-standing marital issues could wait.
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    A good conversation is 75% of a good meal.
    • I'm not a miracle-worker, nor am I a programmer, so issues with sims getting up to do other things are here to stay. All I can suggest is what one likely already knows: turn off your AI when trying to keep sims in one place.
    • A rehearsal dinner (from my cursory Google search) consists of simply getting together, eating, and showing appreciation to special guests. It serves as the time to build a rapport with anyone one doesn't already know, and lead into the wedding day with good spirits. There's not much I can suggest, other than:
      • If a restaurant isn't an option for you (or you don't want to go through the rigmarole and intrusive NPC's), pick a location where there's already a kitchen setup (Myshuno Meadows comes pre-set with this) and hire a caterer. Turn off the AI, and have everyone converse and eat/drink tea. If either of the betrothed have baking/cooking skills, or if the dinner is taking place within a restaurant, then tea and desserts are a fantastic combo before/in lieu of/after the meal.
      • This isn't a bach party, so it's not going to be as crazy, just some light activities such as:
        • Bowling (Bowling Night)
        • Fishing
        • Skiing (Snowy Escape)
        • Hookah (City Living)
        • Karaoke (City Living)
        • Chess
        • Hiking (Snowy Escape)
        • "Stall Crawling" - Trying out recipes (City Living)
        • Skating (Seasons)
    • Before reading up on it, I thought a Rehearsal Dinner was food, then a literal rehearsal of the wedding, but with less people. Taking that idea, however, one can do a mock up of the wedding, minus the flood of people. This is the perfect moment for in-game photos as well.
      • Objects that can aid in getting good wedding photos:
        • Fashion Studio Subject Marks (Moschino - Activities and Skills > Misc. - $150)
        • Fashion Studio Photography Tripod (Moschino - Activities and Skills > Creative - $890) and any camera. Either of the betrothed can select "take photo with..." to get the timer going for a couple's photo.
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    Pretty as a picture.
    • In A Flash Photo Studio (Get To Work - Activities and Skills > Creative - $800)
    • Plumbob Pictures Home Special Effects Machine (Get Famous - Activities and Skills > Recreation - $2,000) and its companion (optional) Effectively Effective Stage Effects Control Desk ($2,000) (for controlling multiple at once).
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    The forecast did say "love is in the air".
    • A suggestion from TheFanshionista (Reddit): "My personal favorite photo backdrop? The circle cutout room divider from the Dine Out pack! Put it in a place where the circle frames a landscape and surround it with flowers"
    After the festivities and Boone's mother's debriefing on seating arrangements and scheduling of events, everyone goes their separate ways for the night to spend time with their respective family members.

    Step 4: For Whom The Wedding Bell Tolls

    It's W-Day and the hearts are all a-flutter. Boone's father gives the pep talk, Tamora readies her makeup and dress, Boone's mother squares his shoulders and gives him a speech as though he were at an important sports game, and Tamora's parents take photo after photo to fill up the scrapbook. Both parties arrive at the wedding site, where Boone and Tamora lock eyes. She is going to be his wife, and he, her husband. The thought settles in on the both of them as they approach the arch. Boone's father takes the place of the officiant, Boone stands to the left, and Tamora to the right. The pianist warms up, and the rest of the parents take their seats at the front.
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    She loves what she does, and does it for love.
    • The Fashion Studio Subject Mark (Moschino - Activities and Skills > Misc. - $150) can serve to give off the illusion of having an officiant. They really don't have to do much, but to help play out the story, said officiant can speak to the betrothed, making sure both parties are good to go (if, for example, one of the two is in a bad mood, they can "ask for advice", "rant", or what have you to the officiant and parents in order to get back to an "above neutral" state (if said officiant is in the active household, they can "Discuss" any bad moods, "Brighten Day", use Wellness socials, or "Cheer Up" if need be).
      • If you've no one in mind for the role, you can even "Hire Fashion Subject".
      • Whilst the flower person can't be emulated, there are flower petals in the décor > rugs section that will suffice.
      • For the groomsmen, bridesmaids, or sims-of-honour, one can add subject markers off to the sides of the main wedding area at the front, then ask said sims to pose.
      • For the ring-bearer, a subject marker can be placed to the side of the sim that will be giving the ring in the animation. Generally this is the sim that initiated the elopement/wedding.
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    Who needs a real officiant when one can instead have someone stand there and make everything look official?
    Once the other guests arrive (mostly family friends and distant relatives), Boone and Tamora launch into their vows, the exchanging of rings, and the spousal kiss. Whilst Tamora's father and mother hold each other close, misty-eyed, Boone's parents exchange a glance, shared memories of their own wedding day fresh in their minds. After a hail of confetti from the guests and complimentary fireworks from the venue's management, it was time to cap off this multi-day event.
    • The ceremony is pretty cut-and-dry, but here are a few suggestions to make it a better experience:
      • Short on guests (and time)?
        • Add a few sims to the family in "Manage Worlds" (move them into the household), then go to live mode. Now they have a relationship with everyone in the active household, and can be moved back out. This circumvents the need to meet friends of one spouse with the other.
        • Another option is to turn on testingcheats and shift+click sims to "Add to Family", then "Remove from Family".
      • The active household can encourage sims to change their attire in two ways:
        • The SimRay from Get To Work (Upgraded to include the "Mind Control" option - unlocked at Level 4 of the Scientist career). One of the options is to make a sim change into a certain clothing category. This can be both invented (a common metal and a common crystal) using the 'Invention Constructor' (Get To Work - Electronics > Misc. - $3,000), or bought using the "Purchase Gifts..." option on the phone (Seasons - Household Tab - $300), but the constructor (and level 4 Scientist) is the only way to upgrade it.
        • "Ask to see outfit..." has the active sim politely request to have the target sim change into a specific clothing category. This does have a chance to fail, but out of many uses, I've rarely seen that occur.
      • If the weather becomes an issue, simply pull out 'Dr. June's Weather Control Device' from Seasons (Activities and Skills > Outdoor Activities - $1,500).
        • If upgraded, the machine can change the season itself, as well as upcoming forecasts.
      • A long-standing (pardon the pun) issue regarding sims' weddings is the lack of seated guests.
        • This, again, can be remedied by the SimRay (Level 6 of the Scientist career). The caveat is that it is somewhat tedious, as it only does it for one sim at a time, and does have a timer for how long they'll be under the influence. Another caveat is that it only strongly suggests they be seated. They can still get up and change seats, but it's more like they have a hand on their shoulders pushing them back to a seated position. It's better than nothing, am I right?
        • If either of the betrothed are a vampire (or if there is one in the active household), they can command sims to "Sit" (Minor Ranking), bringing them to their knees. This has a longer timer than the aforementioned option, but they can still get up here and there. Imagine a large set of hands pushing them back down.
      • Whilst there's no option for throwing rice (outside of MWS), there are a couple of great replacements:
        • An elopement brings with it silver and gold confetti (and you can do it near an arch, too).
        • Fireworks from City Living (bought on a computer using the "order..." option, or at a festival stall in San Myshuno) can be lit in lieu of/in conjunction with confetti (I recommend the mortar for multiple shots per use). Fun fact: If two sims elope (anywhere), even without using an arch, any fireworks placed nearby will automatically go off. They don't even need to be the "White Wedding" variety.
    irFNnhh.png
    What's funny is that their sit timer hadn't run out, they were just really interested in the fireworks, so they decided to go sit closer.
    Step 5: Celebrating The Hard Work

    "Mr. Boone and Mrs. Tamora Jour!"

    The guests had gathered in the wedding venue for the reception. Boone's mother (being the perfectionist she is) decided to go over her speech once more before her time to make the toast. The cake was delivered, ready for the first pieces to be taken by the betrothed. Dinner was prepared in advance, laid out on the banquet table for all to partake. A bar was set up for those in need of libation. Once Tamora and Boone had taken their share of the cake, it was time for the merriment to begin.
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    Mmm...that air tastes like cake.
    • It was a task and a half to get sims to sit still, but I learnt quite a bit from this experiment:
      • Sims who've been recently eloped can cut a cake with a wedding topper on it, and will feed it to each other in much the same way as sims who've married with an arch. Any nearby sims will throw confetti as well.
      • A good way to set up a reception is to either set up a different party type, or invite all sims over to the venue, then add them to groups (if only 8 or less, just do one group. If over 8, then have each spouse make one group). Each group can then have all sims sit together.
        • Have AI off, and no other seating nearby for this to work.
      • A sim can be set to pose by the door as the "announcer".
      • Any sim can set the table(s) with Parenthood installed.
      • If one owns Luxury Party, one has access to the 'Fountain of Mirth' and 'Banquetia Plateau'/ Fancy Feast Buffet Table (Activities and Skills > Creative - $265 and $455/525), all of which save the trouble of cooking beforehand or even having a bar setup.
      • If the reception is the day after the wedding, or later in the day, ask all guests to change into formal wear.
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    The man is passed out, but he got married and had his cake first. That's a win in my book.
    After everything had settled down (and Boone had had himself some Party Extender punch to keep him going), Boone and Tamora's parents gave their speeches, sending the lovers off with treasured memories and well-wishes. After some of the guests had to leave and the food was all gone, Tamora, Boone, and their parents hit the dance floor to cap it off.
    ouJrO2W.png
    The family that plays together stays together, after all
    • The above is only possible with Get Together and one of the 6 dance floor options (Activities and Skills > Creative). If one does not have said pack, a simple "Dance together" will suffice.
      • Hip To The Max Cardboard Dance Floor ($50)
      • Break A Leg Dance Floor (Petite/Med/Grande - $250/$350/$450)
      • A Tree Funks In The Forest Dance Floor (P/M/G - $295/$395/$495)
      • Movin' and Groovin' Dance Floor (P/M/G - $395/$495/$595)
      • Shake and Simmy Dance Floor (P/M/G - $395/$495/$595)
      • Glow In The Funk Dance Floor (P/M/G - $665/$765/$865)
    • This was all done without the use of either the vanilla goaled wedding, or the MWS wedding. There were no set goals, no issues (other than the usual AI stuff and basegame bugs), and (with patience) all of the benefits (all two of them) were still there. The fun part? One can apply any of these ideas to an official wedding or one for MWS (though YMMV with the latter, as I don't own that pack, and cannot guarantee anything).
    • The "toast" option is not officially available without MWS or it being a holiday with drinking as a tradition. To supplement this, one could use a multi-sim targeted interaction, such as:
      • "Tell Group Story"/"Tell a Folk Tale..." (Outdoor Retreat/Jungle Adventure)
      • Archaeology Lecture (Jungle Adventure - Archaeology Level 10)
      • Set up a mic, and have the toast-givers each write a short book before the wedding, then have them each go up to the mic and read their books at the reception.
    • This is also the 2nd perfect moment for photos using the in-game cameras, tripod, and even backdrops. Refer back to the rehearsal dinner section for more.
    • Livestreaming the wedding (Get Famous) is also a nice way to gain fame whilst getting the whole thing done.
      • Up and Adam Streaming Drone (Electronics > Misc. - $410)
      • Gotta Stream 'em All Streaming Drone (Electronics > $1,249)
    • Taking notice of the fact that this post essentially runs through a very western wedding, and that a lot of traditions outside (and some inside) of that region don't have support, I've made a list of sims-based activities that can serve as alternatives:
      • Both betrothed must buy/make Pufferfish Nigiri (regardless of their cooking skill). They must fish it up, then make it (or just buy it from a stall), then give theirs to each other to eat. If both survive, it signifies an unbreakable bond and good fortune. If one dies...maybe it's time to brush up on those cooking and gardening skills for ambrosia (perhaps keep some Death Flowers handy for Grim afterwards). This requires City Living.
      • Both must search for rare collectibles before the day of the wedding. If each finds at least one, it's good luck. The more they find, the better their years together.
      • One or both must present their in-laws with a gift (like a dowry) to ask for their blessing. If they don't like the gifts, it's a refusal, whilst if they do, it's approval.
      • One of the two (if gendered, then it's usually the groom) must have a hookah session with the other's father (and/or other male family members). If in one sitting they obtain the +2 positive moodlet (from any flavour), it will impress the father/male family member(s), and he/they will approve of the marriage.
      • Both build sandcastles (Island Living or My Wedding Stories - Any beach or desert), one for each thing about themselves they dislike or feel would burden their significant other. After they're done, they'll switch sides and destroy each other's sandcastles. This signifies a willingness to bear any burden and accept any flaw (symbolic destruction of the notion that there isn't anything they can't overcome).
      • Similarly, they can build one sandcastle together (in the shape of a monster), then destroy it, warding off evil spirits.
    That was...a lot. Kind of fun, but still a lot of work to test. As always, I hope it helps in some way. My Wellness Pavilion and Tamora herself are both on my gallery (EAID: Kyr0e). Boone was a sim from Maxis' gallery.

    Calm seas and fair winds until next time.
    Post edited by KyreRoen on
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • KyreRoenKyreRoen Posts: 658 Member
    edited October 16
    Deleted.
    Post edited by KyreRoen on
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • SilentKittySilentKitty Posts: 4,566 Member
    Thank you! This was a really interesting thread.
    currently playing on the Werewolf patch from June 14 2022
  • ModerateOspreyModerateOsprey Posts: 4,874 Member
    How have I never seen this thread before? It's brilliant.

    Thank you for all your effort.
    Awake.
    Shake dreams from your hair
    My pretty child, my sweet one.
    Choose the day and choose the sign of your day
    The day's divinity....
    The Ghost Song - Jim Morrison
  • KyreRoenKyreRoen Posts: 658 Member
    edited June 29
    Simming Tips #17: Reduce, Reuse, and Recycle

    "Contentment", the first part of which is "content". Not the state of wholehearted acceptance, but rather "things" and "stuff". Despite both words having the same spelling, having more content (conceptual or material) seldom makes one content (at least long-term), yet the chase is ongoing. The same is true, even in our imaginations, and - by extension - for the sims, themselves. A new home. New furniture. New skills. New career. New relationship. New baby. New car...oh wait, those don't exist.

    At the same time as our sims transition to something "new", we contemplate, even for a moment, what to do with the "old" if not already taken care of. An old home is put back on the market. Old skills continue to provide replayability. The old career rewards linger on, whilst the job simply fades away. The ex dies of "mysterious causes". The old baby is sacrificed to puberty. The old car...oh wait.

    But what about the old furniture? What about the things our sims have no room for, or those that don't fit in with "the new"? What about the useless junk? What about the things they hoard in order to please an insatiable vice, belied by a single button with a diamond on it? What. about. the. children? Well, at least in the latter's case, they'll come out the other side of puberty having been forged by emotional turmoil. The colours of the rainbow will be muted, the neon lights will dim, and their paths will be filled with resigned perseverance, rather than the illusions of an imagination that whispers of "magic" and "force of will". Broken down into their base forms, they will accept their new reality, and the bar of expectation will come crashing down with the weight of a skyscraper, their bodies following suit in the coming decades...
    AJ3fyZR.png
    ...as well as their minds.
    --but back to the other things.

    The 3R's: Reduce, reuse, and recycle. Turns out, there are a few ways to get rid of, make use of, or re-gift those soon-to-be-orphaned belongings, without having to resort to dragging them into the "sell" section of the inventory UI, or hitting "delete" in build/buy.

    1 - Recycling and Composting (Eco Lifestyle)
    • Guntdach Home Recycler - $845 (Activities and Skills > Outdoor Activities or Appliances > Misc.)
    • Store No More Home Fabricator - $1,800 (Activities and Skills > Creative or Appliances > Misc.)
    • Household Power Generator - $1,465 (Activities and Skills > Outdoor Activities or Appliances > Misc.)
    • Atmospheric Water Generator - $1,870 (Activities and Skills > Outdoor Activities or Appliances > Misc.)
    Given the title of this entry, you had to know this was coming. Recycling and composting are things any sim can do, either through sorting out their trash (composting or recycling) on lots with the "Reduce and Recycle" trait, "rummaging for assemblage" with the 'Recycle Disciple' trait, or chucking anything from their inventory or the household inventory into the 'Guntdach Home Recycler' for a return of bits and pieces.

    The recycler (when hovered over) will show the household's current count of bits and pieces, but the same information can be found by hovering over the household funds. These materials can be used to fabricate new items using the 'Store No More Home Fabricator', power up the 'Household Power Generator' (Pieces), or power up the 'Atmospheric Water Generator' (Bits). Either way you utilise the mangled remains of your once-trusted household fixture, it can continue to serve your household...until you need more bits and pieces.
    P6xUpXr.png
    "I want a divorce", she said. Guess she didn't remember the last part of our vows. Now, does an urn give bits or pieces?
    2 - The SimRay (Get To Work)
    • Invented (1x common metal and 1x common crystal) using the 'Invention Constructor' (Get To Work - Electronics > Misc. - $3,000).
    • Purchase Gifts..." option on the phone (Seasons - Household Tab - $300)
    Whether you're a member of the "N.R.Ay", or working as a scientist for the government (and thus, are under more NDA's than Valdislaus Straud's masseuse), the SimRay is a versatile tool for affecting the world around you. From giving hypothermia to ne'er-do-wells, to making a quick trip to the makeup department possible without having to join the acting career, the SimRay offers a variety of control options...including the ability to transform objects.
    XRr4FSz.png
    You'd think the neighbors would complain, but I guess the threat of having one's molecular structure rearranged would keep anyone quiet.
    At level 3 of the scientist career, the SimRay can be upgraded to be able to change the form and function of an object within a vast pool of options. This makes it possible to truly "recycle" an object into a more useful one...though there is a chance of starting a fire (just makes it that much easier to get rid of as a pile of ash).
    Wngj6U2.png
    The SimRay not only stops fires, but the consequences of one's actions as well!
    Despite the randomised nature of the transformation, the pool of potential outcomes can be limited by the space the preceding object takes up. If adhering to a slot on a shelf, the object will only become another object that can fit on said shelf. If currently inhabiting three spaces vertically or horizontally (with items blocking the surrounding area), the item may become a single bed or a lounge chair (for example). If unhindered by space, then it's a simple roll of an incalculably-sided die...at least until the object becomes something that cannot be transformed (harvestables, for instance).

    3 - Donating (Get Famous/Seasons/Knifty Knitting)
    Donations come in many forms, and multiple packs: In the basegame, one can donate money to feel good about oneself (despite the encroaching bills). In Get Famous, one can donate money to charity through phone-calls from representatives, which grants fame. In Knifty Knitting, sims have the option to donate their crafts to charity...again, to feel good about themselves (and for that sweet message texted back the next day). In either of the three cases, one donates one's hard work for the "feel goods". There are, however, two more variants of donation, both of which take items, rather than coin or crafts:
    • In Get Famous, once a celebrity has a good reputation and the "B-Lister" title (level 3), the option opens up in the Fame panel for the 'Giving Back' perk, which (based on the value of an item), gives a fame increase per item donated to "a fan". There is very little rhyme or reason to what kinds of items are eligible for donation (found out by clicking prospective objects), but I suppose if one doesn't find donating one's used toilet to a rabid stalker with a forum account and/or too much time on their hands, then by all means. Time to turn those unwanted items into the love of the masses, bought and paid for.
      xZOBraE.png
      Ripe, reeking, and ready for donation.
    • With Seasons, any child or teen in the 'Scouts' "career" can use a computer or mailbox to donate items to charity, straight from their inventory. This counts towards their "Give Back" badge, and with Parenthood they...get nothing. What did you think, giving to charity would count as being empathetic? We all know it's for that sweet sweet badge, trophy, and bragging rights.
      rCAx7Lu.png
      I'd like to thank The Watcher, my parents, and the cashier at the simoleon store.
    4 - Gifting (Seasons/Eco Lifestyle)
    Winterfest, Spooky Day, Love Day- Whether you love or hate the holidays introduced with the addition of atmospheric changes in the game, you have the option to craft your own, or configure the premade ones with a slew of traditions that range from simple conversations, to taking the name of DC Comics' famous speedster in a different direction.
    R8PmDGs.png
    My name is Barry Allen, and I'm the fastest man alive. I am...the Flash.
    Alongside the big additions, however, came smaller ones. One of the most notable small additions is the ability to "Give Gift...", which plays into multiple traditions, and serves multiple purposes: Romantic gifts deepen intimate bonds, funny gifts bring hearty laughter, friendly and Winterfest gifts deepen platonic bonds, and flower arrangement gifts grant different effects (based on the arrangement itself). Whilst only possible for inventory-held items, gift-giving can turn an unwanted, unneeded, or underutilised item into a deeper connection with another (and with Parenthood, it even gives youngsters a boost to their Empathy).
    YOUJjpE.png
    Just noticed the bartender...yikes. Someone gave him "the gift that keeps on giving heart attacks".
    With Eco Lifestyle came with a variant of gifting: "Give crafted gift...", which allows sims to gift crafted (candles, fabricated items, and juice) objects to other sims (much like the random event with maker sims gifting active sims a crafted item). Any sim gifted a crafted object may gift back a dye (though not always), sometimes resulting in one of the two rare variants. Note that empty fizz bottles and seltzer cans also count as viable "crafted gifts", despite the empty carton not.
    BMA9nUx.png
    I've dyed once. I might just dye again.
    5 - The Flea Market (City Living)
    • Spice Market - Every 2 weeks - Sunday, 10am - 6pm
    Ah San Myshuno...home to the humble Spice Market, the creative Arts Quarter, the beautiful Fashion District, and the bougie Uptown. Whoever you are, wherever you come from, and whatever you're searching for, San Myshuno either has everything you need, or is an excellent start to getting there. One of the boasts of this fair city is its bevy of festivals - from the cosplay haven of GeekCon, to the block-party nature of the Flea Market. The latter, in particular, being of interest to those full up on useless duplicate collectibles.
    60BU2Tf.png
    Hello suc- er...I mean stranger. Would you be willing to trade?
    The other visitors to the Flea Market aren't just vendors, loiterers, and artists, but also potential collectors as well. Almost 85% of those walking around the festival grounds can be selected to "Trade Collectibles With...", and from there, one can choose to trade away a Basegame or CL-exclusive collectible from the available categories (Snow Globes, Fossils, Crystals, Frogs, Metals, Posters, and MySims Figures). The item received in exchange will be of the same collection, but will be random, meaning the possibility of rare, uncollected, or higher-valued items, regardless of the initial item's stats. This interaction is independent of friendship or romance, so though one can trade with even the most famous celebrities, it won't bring both parties closer.
    03LQgDu.png
    Even though you're trusting me to give you something worth close to or more than what you gave me, I'm still going to need a proper introduction.
    6 - Crystal Crown (Get Famous)
    • Celestial Crystal Crown - $100 (Activities and Skills > Recreation)
    The rat race got you down?

    Biological and social upkeep keeping you from enjoying life and grasping success?

    Unlucky, unfriendly, or unskilled (maybe all three)?
    yJZOeNU.png
    Why am I all of a sudden in the mood for pancakes?
    Then have I got just the thing for you! You need the 'Celestial Crystal Crown', by DARC Inc.

    Introducing patent-pending, revolutionary technology that utilises the natural energies of crystals to enhance your command over your mind, which in turn enhances your command over your matter.

    Simply slot in a specific crystal, and watch as your productivity increases, your needs are less "needy", and the universe chucks riches, friends, and an innate understanding of the technical processes that contribute to learning and memorization your way!
    rZAgbLT.jpg
    It even cures nearsightedness!
    We've gone so far as to take the hassle out of searching for just the right crystal - dirtying your hands, stressing your mind, and wearing out your body - and opened up an online store where you can order just what you need with the click of a mouse!
    hMsnxGd.png
    Really wish they'd upscale the font on this site...my crystals have run out, and I threw away my glasses.
    Of course, all good things must come to an end, and when your crystal runs out of power and shatters, you might find that the world is once more a harsh place...so come on back and buy more! Trade diminished crystals for full ones at the Flea Market in San Myshuno! Sell your weak ones so you can buy more full ones [from us]!
    kpafqs4.png
    Hey kid...wanna buy some crystals? This is that grade-a, "just dug up" good good, y'know what I'm sayin'?
    The world is your playground, and with the 3C's on-hand (or on-head) you're in control.

    DARC Inc. is not responsible for any forced friendships, undeserved promotions, unearned skills, or the robbing of cultural iconography that may be buried in foreign soil. Any uncontrollable laughter heard from friends, lovers, and strangers is definitely not caused by the crown. Please remove any crystals once they've gone red, and do not ask why. Any perceived boosts in biological or mental condition is only in your head. Please see a therapist if this goes on for longer than the life of the crystal. Does not keep out aliens, the government, or phone calls from family members.

    Trademarked by Definitely A Real Company, Incorporated.

    7 - Bait (Basegame)
    Fish can be lured using harvestables, frogs, and other fish, but did you know that crystals and minerals also work? If you didn't, well now you do.

    Why you'd want to eat something that's now choked to death on a literal rock is beyond me, but I'm not your parent. You go out there and eat dirt (with a side of seafood) if you want to.

    8 - Crystal Refinement (Jungle Adventure)
    • Pop Up Archaeology Work Bench - $390 (Activities and Skills > Knowledge)
    Jungle Adventure brought with it the prospect of adventure and innumerable riches. On top of unearthing historical wonders and delving into dangerous areas, one can also find gear to aid in the journey, simoleons to spend after surviving the trek, and blessings from the spirits of the Omiscan people. That's just the good stuff, however, as one also can find semi-lethal critters, lose one's gear past the brush, and come down with any number of mystical curses from the same spirits.
    kZcTYKW.png
    It's a skin condition.
    Beyond all that is a promise of power only whispered by long-dead monuments, uninhabitable shelter, and undead guardians...the relics of the three Omiscan spirits: Zazatototl - The Storyteller, Totecallama - the Trickster, and Balampalsoh - the Explorer. Coupled with bases of the three aspects of the Omiscan origin myth: Death, The Watcher, and Chaos, these three relics embody a different effect on targeted sims, both boons and banes in equal measure. Alone, however, their mystical powers are inert, but when a refined crystal is slotted in, the relics spring to life, ready to help or harm at their owners' whim. Refining a gem is pretty simple- just click on the crystal and "Send to Jeweler for Refinement" ($25), then await its return in the mail the following day. At level 7 of Archaeology, crystals can instead be refined by sims themselves using the Pop Up Archaeology Work Bench.
    oggYIH6.png
    Hmm. Something strange is definitely going on...there are no customers today.
    Runners-up:
    The criteria for the above entries were that items can be utilised in an alternative way than initially intended, or outright gotten rid of for benefit.
    • Potion-making (Realm of Magic) - With potion-making, there are only a few items of certain categories that can be utilised, and their necessity can be outright negated through the use of perks/spells/sages.
    • Elemental/Mineral/Crystal extraction (Basegame/Get To Work) - Whilst the Geo Council does do away with the sent minerals/crystals in exchange for elements, this can be outright negated through the use of the Chemical Analyzer/Archaeology Work Bench, leaving the parent item intact. As well, extraction of elements, crystals, and minerals from others of their kind does not destroy the parent item.
    Whilst limited in scope, the Celestial Crystal Crown gets rid of crystals (and/or makes use of them in a gameplay-enhancing way). The Flea Market can (potentially) turn duplicates of collectibles into new ones to round out a collection (or be sold later on). Fishing includes a vast array of fish to eat or mount for decoration, as well as filling out a collection. Refinement gets rid of the parent crystal in favor of a child version used to power gameplay-enhancing relics.

    Now go! Go out there and live your recycling dreams (right after you become a scientist, famous, find a way to go back to being a child/teen in scouts, and travel to Selvadorada). Good luck with that.
    Post edited by KyreRoen on
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • KyreRoenKyreRoen Posts: 658 Member
    edited April 8
    Calm seas and fair winds to all - new or old - who come across my thread, whether you've taken away a well-spent moment perusing, or have had your playstyles affected in some way. Even if I don't respond to every sentiment individually, I still appreciate them a ton.
    How have I never seen this thread before? It's brilliant.

    Thank you for all your effort.
    @ModerateOsprey
    Thank you for the sentiment, and it's no trouble. I like doing these when I've the material to.

    As for how you've never seen this thread before: It's likely due to the fact I don't often post here unless it's for a new entry, or an overdue appreciation of those who've passed through. Generally it gets buried within a few days, languishing at page 3 or further until resurfacing post-post :D I suppose I should be bumping it now and then, but I like the novelty of it feeling like a library hidden beneath the sands, only rising every so often, open to those who take advantage or mark it on their maps. As well, I like seeing new faces that discover it for the first time, and the odd call-out on other threads. Call me eccentric.

    Anyway, enough waxing fictional-
    naeshelle wrote: »
    It's taken me two days to get through everything but I've genuinely enjoyed reading this thread. Thank you so much for posting, it's been very insightful & I'm sure you've taught me many interesting things that will make their way into my game.
    @naeshelle
    Aww, that does bring a smile to my face and inflates my ego like a bike pump gone haywire. Thank you, honestly.

    Calm seas and fair winds.
    Post edited by KyreRoen on
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • naeshellenaeshelle Posts: 49 Member
    It's taken me two days to get through everything but I've genuinely enjoyed reading this thread. Thank you so much for posting, it's been very insightful & I'm sure you've taught me many interesting things that will make their way into my game.
  • KyreRoenKyreRoen Posts: 658 Member
    edited July 13
    Curious Details #5: The Peak Of Mt. Komorebi

    Build the skills.

    Purchase gear.

    Gather the crew.

    Brave the blizzard, snow-covered climbing walls, and the temptation of a romp in the frigid cave.

    The peak of Mt. Komorebi is all yours.

    All around are clouds obscuring your vision of what lies below.

    As mortals go about their days and nights, you revel in the privilege only provided to the gods themselves...at least a taste, if nothing else.

    What then does Mt. Komorebi offer in tribute to your grace? An empty lot...oh, and a toilet bush. Why, you can just hear the mortals bemoaning their pre-built abodes and indoor plumbing.

    But wait...what's that by the bush? Oh, it's just a snow pile. You kick it in frustration, and your foot touches something solid beneath the powdery dome. Reaching in and frantically brushing away the granules, you spy a bottle of glowing liquid. It calls to you to "drink", and with a swig it refreshes not only your mind, but your body. You feel brand-new. Looking down, you see that the pile has reappeared, as still and unbroken as before. Another sojourn of the hand brings with it a credit chip in protective housing. Slotting it into your phone sees your household funds skyrocket. Shaking hands and wide eyes slowly descend into the depths of the mystical pile once more...

    Younger and richer than ever, you plop the rare Mayor Whiskers simmie capsules into your sack, and notice the sound of echoing coming from up ahead, a previously obscured path leading you to a cave just like the one you passed on the way up from the Croft Icefall. You find a spring and drink in the cool, clean water, and feeling a bit more energetic, you then follow a strange smell to an old monk who imparts a bit of knowledge to raise your skills. Bowing as you depart, you take note of some footprints, likely belonging to your predecessors. Whilst you don't find them (thankfully), you do find a bag full of credit chips. On the way out, you spot a shiny object and manage to separate a mineral sample from the cave wall. Breathing in the frigid air once more, you are greeted by small, doll-like shades who grant you their favor as you bow to them in respect. You could stay forever, sure, but where would you spend the newfound money? Who would buy your expensive capsules? How long would your remaining rations last? You survey the lot at the peak to plot out the legacy you'll leave for others to find, and make your way back down. As you reach the slope down towards the Croft, you glance sideways at the snow pile...

    "Just one more look won't hurt".
    GHiR77Z.png
    You can also sleep in the cave, but like...why though?

    References:
    Snow Pile:
    Nhhyzg4.png
    Not the one from RoM, but the one from the Reward Store. She then found 10k simoleons...in the snow pile of all places.
    YttkUMP.png
    3 in a row, to be exact. I think they call that a "Hat Trick".

    Ice Cave:
    SUpAqfF.png
    Achieved level 1 (and halfway to 2) of both Skiing and Snowboarding.
    gfxgWGA.png
    5,000 Simoleons. Yeah, sure. They just decided to "donate" 5k to the cave.
    CPYZ7pL.png
    A mineral/metal. Not noteworthy, but useful.
    3qZsACx.png
    Thanks, but like...I just made 15k from dea- er, "generous" adventurers and a magic ball of snow. You've got to do better than that.

    Notes:
    • Upon further testing, it seems that the snow pile has 3 specific yields:
      • An uncommon/rare Simmi capsule (common outcome)
      • A Potion of Youth (uncommon outcome)
      • 10k simoleons (rare outcome)
    • If following the unfamiliar smell, the monk may instead leave one's sim confused, and will bestow an excellent quality serving of food as opposed to skill gains. If one does not happen upon the monk, one may instead find spoilt food.
    • Instead of a collectible in the cave entrance, one may instead obtain another item (I found a toy on one occasion, and a pair of 'SlopeMaster 3000' skis on another), or a single simoleon (accompanied by a +1 happy moodlet).
    • Each time a sim exits an ice cave on the mountain, they have a chance of finding forest spirits awaiting them.
    • "Look Inside Cave Entrance", "Follow Unfamiliar Smell", and "Follow Trail Of Footprints" each become unselectable after a sim has obtained the best result from each (a collectible, skill gains, and 5k simoleons, respectively).
    • Sleeping in the cave is much the same as sleeping in a bed, and provides a +1 happy moodlet as well (Vampires with the 'Sleep Of The Undead' weakness can also utilise it).
    Post edited by KyreRoen on
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • KyreRoenKyreRoen Posts: 658 Member
    edited October 10
    Simming Tips #18: Can You Dig It? - Collectible Spawn Maps

    This was an endeavour I'd been wanting to undertake for far too long, but when I'd first attempted it I wound up frustrated by variables I couldn't understand clearly. After two weeks (on-and-off), I still have yet to fully understand what's going on under the hood when it comes to spawned collectibles. With this in mind, let's get to the disclaimers and notes.

    Disclaimers:
    1. I do not own 'My Wedding Stories', 'Journey To Batuu', 'Werewolves', 'High School Years', or 'Cottage Living', so the list of worlds excludes Tartosa, Henford-On-Bagley, Moonwood Mill, Copperdale, and Batuu.
    2. These maps (much to the irritation of my perfectionism) aren't perfect. This feeds into the following:
    3. There will likely be spawns I did not see in my scouring of the neighborhoods, as well as those that may be rare enough (or at least affected by mods, CC, bugs, or any number of other variables) that I didn't get to see them, and possible never had prior.
    4. I have 'Cats & Dogs', so dirt patches are in the rotation of spawners for basegame collectibles. If they were introduced to the basegame pre-C&D, I've no clue. I can only presume it came with the pack, due to animals being able to dig them up autonomously (one reason a patch might disappear in a place with a lot of strays).
    5. If you've paid attention to the digsites before, you'll note that the three types (crystals, minerals, and fossils) interchange. This is true for frog logs and dirt patches as well, though some worlds won't spawn one or more, sticking to specific types instead. Because they all spawn in the same predetermined locations, they will all be marked with yellow X's on the maps. Trying to suss out which won't spawn where, what spawns less often than what, and whether or not certain ones are static (despite disappearing post-collection) is not feasible enough for me to spend more time on.
    6. There are spots where only dirt patches will spawn (as far as I have noticed), and where they've only ever spawned once or twice for me. I will still include these spots on the maps, just in case they spawn for others.
    7. There are certain (usually world-exclusive) spawns, such as water pumps, snowglobe boxes, etc. These will be differently-coloured than the usual spawners. What matters here is not that the spawner itself (the visually representative object) de/spawns, but rather that the ability to collect from it has a (relatively long) cooldown.
    8. If the X is on an object such as a tree, rock, etc, then it's an issue with the angle of the screenshot, and the spawner is being obscured by the object.
    9. Certain collectibles may not spawn for you. I've noted that past the initial collection, few simply do not spawn again, or at least not on a day-to-day timeframe. To add to this, most require you being in the neighborhood around 2am for them to spawn after the initial round (like some harvestables do).
    10. I've noted an issue wherein certain digsites will not yield an item ("empty" digsites). I've neither a solution, nor explanation, for that one. The AHQ report is here.
    11. Sixam's geodes, alien mounds, and crystal sites may sometimes state that their resources have already been harvested. It's possible that the Sixamites themselves also collect them.
    12. Selvadorada's (and possibly Sixam's) clusters of digsites may not spawn every member of each cluster on the first day. In my case, on the first day only one spawn would appear per location. On the second day, two. For my more seasoned saves (wherein I'd visited Selvadorada multiple times and stayed multiple days) all of the members of each cluster would spawn. This is not a certainty, regardless of the time spent there, however.
    13. The included archeological digsites for the Selvadorada maps will not contain the ones that spawn when surveying at level 4 of the requisite skill. Just...no.
    14. I will not be covering any collectibles that do not have spawn points. As well, I will not be including harvestables and fish, as both are too numerous to retroactively include.
    15. Only the Western half of Yukimatsu is shown on its map. This is due to its size, as well as my not having found any collectibles in the Eastern half.
    16. Granite Falls Forest was too large to include as one map and still be able to accurately pinpoint the collectibles, hence it was split into North and South.
    17. Evergreen Harbor's spawn points are the same, regardless of the active NAP's. That said, I've found none in Conifer Station.
    18. Similarly to the above, I did not find any spawns in Lani St. Taz, Ohan'ali Town (Sulani), the Secret Lab (Strangerville), Lykke Centre, Olde Platz (Windenburg), and Mt. Komorebi's titular mountain.
    19. The Civic Center neighborhood is actually two identical ones- one for the Police Station, and one for the hospital. Depending on which you visit, you'll end up with all of the same locations, but different instances. Luckily, both have the same exact spawn point (yes, one), so if you're hard up to get there just to harvest it, you can do so twice, so long as you've a way (job or pregnancy) to get to both.
    Notes:
    • The "Collector" aspiration choice trait from the "Nature" section gives 2 collectibles per crystal digsite, time capsule, or limestone. When using a treasure map, it defaults to one MySims figure only. Similarly, when collecting in Selvadorada or Sixam, only one item will be obtained per spawn.
    • The "Incredible Forager" Spellcaster perk makes it so that collected and harvested items (only in the Magic Realm) yield 2 items, instead of one. Combined with the "Collector" trait, this yields 3-4 collectibles (those affected by both) each.
    • Digsites (and other collectibles not bought, but collected) spawn after 2-3 in-game hours either spent in the neighborhood, or spent away from it after visiting.
    • In most cases, the spawns occur each day around 2am. In rare cases, they happen right after having been harvested.
    • Where there are clustered spawns of the same type, they will be marked once, but with a small number at the top-right (dependent on the amount).
    • Dirt patches contain:
      • Common Upgrade Parts
      • Foul Minnows (I can only assume the animals are burying them)
      • Voodoo Dolls (rare)
      • Limestones (fossils)
      • Capsules (MySims figures)
    • If a stray/pet digs up a dirt patch, they'll leave a small purple gift box. This can contain random items - more commonly chew toys - including collectibles. It's worthwhile to get to the patches before the animals, but not [always] a total loss if you don't.
    • Mineral digsites (the basegame trio) can also result in robot parts alongside their usual yield. Who's burying those? I have the answer to the meaning of life, but this one stumps me.
    • Water can be gathered from water pumps if one's home lot is off-the-grid.
    • Sixam-based crystal sites contain random crystals, even if they say "collect", and despite bearing the colours of the two Get To Work-exclusive crystals (Nitelite and Crandestine). In fact, those are the two least common crystals found in them, given the number of crystals they pull from.
    • Sixam-based mineral sites can still contain capsules with MySims figures, and contain both solarium and blutonium. Despite those being the more likely minerals found there, one can still find others, though those are (weirdly enough) less common.
    • Neither the Sixam-based crystal sites nor mineral sites spawn as something else.
    • I have obtained a broken keyboard (and since then, other items) from a snowglobe junk box before, so I'm reasonably confident there's more than just snowglobes in there. Given the amount of snowglobes found since then, it's definitely a rare find.
    • Treasure maps and voodoo dolls can be sold, but default to being unowned. Put them in the household inventory, then retrieve them to fix this issue.
    • As I've chosen to include insect spawn points, there are a few things to keep in mind:
      • The list of spawns found here is a good starting point in knowing what you're missing and when to get them, however, keep in mind that YMMV when it comes to spawns.
      • Some spawn points are for rare bugs (Rainbow Butterflies, Dust Spirits, Will-o-The-Wisps, Dragon Dragonflies), and thus may not spawn anything at certain points (the former 3 only spawn at night, for instance, whilst the latter spawns by waterfalls). Keep an eye on them, though.
      • The rarer the insect, the less you'll obtain per spawn (from 3 commons to 1 rare).
      • Check each spawn point periodically, as they randomise between a varying number of potential insects, and since the pools are limited, if you find one insect type at a specific location, it's likely to spawn there again at some point in the rotation.
    • Open in new tab to zoom.
    Legend:
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    Residential/Vacation Worlds:
    Brindleton Bay
    Deadgrass Isle
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    Sable Square
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    Whiskerman's Wharf
    r3VZ6uG.jpg
    Cavalier Cove
    GKNC7XN.jpg
    Britechester
    Gibbs Hill
    HbmHHQQ.jpg
    Foxbury Institute
    v0poBnn.jpg
    University of Britechester
    9wdTTpU.jpg
    Del Sol Valley
    Mirage Park
    0719Ze4.jpg
    Starlight Boulevard
    197KyEy.jpg
    The Pinnacles
    8O4Buvo.jpg
    Evergreen Harbor
    Grims Quarry
    1lS6ofC.jpg
    Port Promise
    wbWkG3s.jpg
    Forgotten Hollow
    g50Sh15.jpg
    Glimmerbrook
    dIMkHMK.jpg
    Granite Falls
    Campground
    bjVZNha.jpg
    Granite Falls Forest
    (South)
    zbh4uez.jpg
    (North)
    9fuZwg0.jpg
    Magnolia Promenade
    hWmUUCP.jpg
    Mt. Komorebi
    Senbamachi
    pscTh97.jpg
    Wakaba
    dCaPSEM.jpg
    Yukimatsu (West)
    oaZ7R9q.jpg
    Newcrest
    Llama Lagoon
    9co23hX.jpg
    Ridgeline Drive
    LCPtoEI.jpg
    Bridgeview
    GixEKeR.jpg
    Oasis Springs
    Mirage Canyon
    0JofdZw.jpg
    Skyward Palms
    Fj0ZF4n.jpg
    Acquisition Butte
    fdUAwO3.jpg
    Bedrock Strait
    ZN76ZIr.jpg
    Parched Prospect
    q7yhsHu.jpg
    Desert Bloom Park
    11BmHvm.jpg
    San Myshuno
    Myshuno Meadows
    zwVelwX.jpg
    Spice Market
    LRqEcRp.jpg
    Arts Quarter
    DorhOJr.jpg
    Fashion District
    S5LkvVT.jpg
    Uptown
    J3UAW21.jpg
    Selvadorada
    Puerto Llamante
    0SZYwsF.jpg
    Belomisia Jungle
    uoaQ44w.jpg
    Strangerville
    Shady Acres
    tqGEvXv.jpg
    Strangerville Plaza
    2ALuLiE.jpg
    Sulani (Mua Pel'am)
    ORnb9Gs.jpg
    Willow Creek
    Magnolia Blossom Park
    S5SDVmC.jpg
    Foundry Cove
    ZqdJOvU.jpg
    Crawdad Quarter
    H2iVYIv.jpg
    Courtyard Lane
    7gABC1y.jpg
    Sage Estates
    0DbKNMq.jpg
    Pendula View
    C3eKIrt.jpg
    Windenburg
    Windslar
    UMXxUX7.jpg
    Crumbling Isle
    H3qTO1k.jpg
    Special Lots/Worlds:
    Ancient Ruins (Windenburg)
    2ApXL5C.jpg
    The Bluffs (Windenburg)
    xOXRY3x.jpg
    Civic Center (Willow Creek)
    Police Station
    Willow Creek Hospital (Read disclaimer #17)
    0fAWj1m.jpg
    Deep Woods (Granite Falls)
    mvxrBdg.jpg
    Forgotten Grotto (Oasis Springs)
    BFi9qQA.jpg
    Jungle District (Selvadorada)
    Area 1
    7ubI1YZ.jpg
    Plane Crash Site (Area 1)
    rId2CzQ.jpg
    Area 2
    W1M742h.jpg
    Omiscan Royal Baths (Area 2)
    FxN6DU0.jpg
    Omiscan Gardens (Royal Baths)
    aIVyXr9.jpg
    The Lagoon (Area 2)
    Z7tufr0.jpg
    The Island (Area 2)
    y8Pjtr7.jpg
    Omiscan Temple (Area 2)
    MAXBpJf.jpg
    Magic Realm (Glimmerbrook)
    Casters Alley
    plWBsj8.png
    Dueling Grounds
    BajxEIX.png
    Gardens
    Xzhz5lE.png
    Magic HQ
    ATIt87V.png
    Science Lab (Oasis Springs)
    CzBoh4e.jpg
    Sixam
    4FdIcRr.jpg
    Sylvan Glade (Willow Creek)
    9N8HNlj.jpg

    One final note: I am not opposed to updating maps if more spawn points are added or found. Most of the groundwork is already done, so it's as simple as knowing the approximate location, and adding another X. Feel free to let me know if I've missed anything you happen to find, and calm seas and fair winds on your journeys.
    Post edited by KyreRoen on
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • ModerateOspreyModerateOsprey Posts: 4,874 Member
    edited April 30
    @KyreRoen

    Thank you for doing this :) I am using your new maps right now! Every time I land in a new world, I can open the map for it - good stuff.

    Awake.
    Shake dreams from your hair
    My pretty child, my sweet one.
    Choose the day and choose the sign of your day
    The day's divinity....
    The Ghost Song - Jim Morrison
  • ElliandreElliandre Posts: 2,468 Member
    KyreRoen wrote: »
    Curious Details #5: The Peak Of Mt. Komorebi

    Build the skills.

    Purchase gear.

    Gather the crew.

    Brave the blizzard, snow-covered climbing walls, and the temptation of a romp in the frigid cave.

    The peak of Mt. Komorebi is all yours.

    All around are clouds obscuring your vision of what lies below.

    As mortals go about their days and nights, you revel in the privilege only provided to the gods themselves...at least a taste, if nothing else.

    What then does Mt. Komorebi offer in tribute to your grace? An empty lot...oh, and a toilet bush. Why, you can just hear the mortals bemoaning their already-built abodes and indoor plumbing.

    But wait...what's that by the bush? Oh, it's just a snow pile. You kick it in frustration, and your foot touches something solid beneath the powdery dome. Reaching in and frantically brushing away the granules, you spy a bottle of glowing liquid. It calls to you to "drink", and with a swig it refreshes not only your mind, but your body. You feel brand-new. Looking down, you see that the pile has reappeared, as still and unbroken as before. Another sojourn of the hand brings with it a credit chip in protective housing. Slotting it into your phone sees your household funds skyrocket. Shaking hands and wide eyes slowly descend into the depths of the mystical pile once more...

    Younger and richer than ever, you plop the rare Mayor Whiskers simmie capsules into your sack, and notice the sound of echoing coming from up ahead, a previously obscured path leading you to a cave just like the one you passed on the way up from the Croft Icefall. You find a spring and drink in the cool, clean water, and feeling a bit more energetic, you then follow a strange smell to an old monk who imparts a bit of knowledge to raise your skills. Bowing as you depart, you take note of some footprints, likely belonging to your predecessors. Whilst you don't find them (thankfully), you do find a bag full of credit chips. On the way out, you spot a shiny object and manage to separate a mineral sample from the cave wall. Breathing in the frigid air once more, you are greeted by small, doll-like shades who grant you their favor as you bow to them in respect. You could stay forever, sure, but where would you spend the newfound money? Who would buy your expensive capsules? How long would your remaining rations last? You survey the lot at the peak to plot out the legacy you'll leave for others to find, and make your way back down. As you reach the slope down towards the Croft, you glance sideways at the snow pile...

    "Just one more look won't hurt".
    GHiR77Z.png
    You can also sleep in the cave, but like...why though?

    References:
    Snow Pile:
    Nhhyzg4.png
    Not the one from RoM, but the one from the Reward Store. She then found 10k simoleons...in the snow pile of all places.
    YttkUMP.png
    3 in a row, to be exact. I think they call that a "Hat Trick".

    Ice Cave:
    SUpAqfF.png
    Achieved level 1 (and halfway to 2) of both Skiing and Snowboarding.
    gfxgWGA.png
    5,000 Simoleons. Yeah, sure. They just decided to "donate" 5k to the cave.
    CPYZ7pL.png
    A mineral/metal. Not noteworthy, but useful.
    3qZsACx.png
    Thanks, but like...I just made 15k from dea- er, "generous" adventurers and a magic ball of snow. You've got to do better than that.

    I really enjoyed reading that. :smile: It made me want to play the Snowy Escape pack.

    And thank you for updating with more tips!
  • mustenimusteni Posts: 5,077 Member
    edited April 30
    @KyreRoen You've done amazing! I'm not in need of collectible maps myself, but I really enjoy looking at a job well done. The maps themself are beautiful.
  • blueyblueskyblueybluesky Posts: 1,197 Member
    Wow, this thread is amazing, Thankyou so much for the time and effort you've put into it. I've definitely learnt a few things.
  • KyreRoenKyreRoen Posts: 658 Member
    edited May 1
    @KyreRoen
    Thank you for doing this :) I am using your new maps right now! Every time I land in a new world, I can open the map for it - good stuff.
    Good to hear, and thank you for the feedback prior to release. Let me know if you run into any issues.
    Elliandre wrote: »
    KyreRoen wrote: »
    Curious Details #5: The Peak Of Mt. Komorebi

    Build the skills.

    Purchase gear.

    Gather the crew.

    Brave the blizzard, snow-covered climbing walls, and the temptation of a romp in the frigid cave.

    The peak of Mt. Komorebi is all yours.

    All around are clouds obscuring your vision of what lies below.

    As mortals go about their days and nights, you revel in the privilege only provided to the gods themselves...at least a taste, if nothing else.

    What then does Mt. Komorebi offer in tribute to your grace? An empty lot...oh, and a toilet bush. Why, you can just hear the mortals bemoaning their already-built abodes and indoor plumbing.

    But wait...what's that by the bush? Oh, it's just a snow pile. You kick it in frustration, and your foot touches something solid beneath the powdery dome. Reaching in and frantically brushing away the granules, you spy a bottle of glowing liquid. It calls to you to "drink", and with a swig it refreshes not only your mind, but your body. You feel brand-new. Looking down, you see that the pile has reappeared, as still and unbroken as before. Another sojourn of the hand brings with it a credit chip in protective housing. Slotting it into your phone sees your household funds skyrocket. Shaking hands and wide eyes slowly descend into the depths of the mystical pile once more...

    Younger and richer than ever, you plop the rare Mayor Whiskers simmie capsules into your sack, and notice the sound of echoing coming from up ahead, a previously obscured path leading you to a cave just like the one you passed on the way up from the Croft Icefall. You find a spring and drink in the cool, clean water, and feeling a bit more energetic, you then follow a strange smell to an old monk who imparts a bit of knowledge to raise your skills. Bowing as you depart, you take note of some footprints, likely belonging to your predecessors. Whilst you don't find them (thankfully), you do find a bag full of credit chips. On the way out, you spot a shiny object and manage to separate a mineral sample from the cave wall. Breathing in the frigid air once more, you are greeted by small, doll-like shades who grant you their favor as you bow to them in respect. You could stay forever, sure, but where would you spend the newfound money? Who would buy your expensive capsules? How long would your remaining rations last? You survey the lot at the peak to plot out the legacy you'll leave for others to find, and make your way back down. As you reach the slope down towards the Croft, you glance sideways at the snow pile...

    "Just one more look won't hurt".
    GHiR77Z.png
    You can also sleep in the cave, but like...why though?

    References:
    Snow Pile:
    Nhhyzg4.png
    Not the one from RoM, but the one from the Reward Store. She then found 10k simoleons...in the snow pile of all places.
    YttkUMP.png
    3 in a row, to be exact. I think they call that a "Hat Trick".

    Ice Cave:
    SUpAqfF.png
    Achieved level 1 (and halfway to 2) of both Skiing and Snowboarding.
    gfxgWGA.png
    5,000 Simoleons. Yeah, sure. They just decided to "donate" 5k to the cave.
    CPYZ7pL.png
    A mineral/metal. Not noteworthy, but useful.
    3qZsACx.png
    Thanks, but like...I just made 15k from dea- er, "generous" adventurers and a magic ball of snow. You've got to do better than that.

    I really enjoyed reading that. :smile: It made me want to play the Snowy Escape pack.

    And thank you for updating with more tips!
    Appreciated. I suppose I was feeling somewhat prosaic. It's always a pleasure.
    musteni wrote: »
    @KyreRoen You've done amazing! I'm not in need of collectible maps myself, but I really enjoy looking at a job well done. The maps themself are beautiful.
    Cheers, and thanks for the feedback. I can't help but feel proud.
    Wow, this thread is amazing, Thankyou so much for the time and effort you've put into it. I've definitely learnt a few things.
    A pleasure, and I always love to hear it.
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • KyreRoenKyreRoen Posts: 658 Member
    edited June 29
    Custom Holiday Ideas

    Spring - 1st week, Tuesday:
    Everyone's Birthday (Day off) - Sims don't have years like we do, so I figured there could instead be a collective celebration in Spring for everyone's birth.
    There once was a spoilt prince who ruled whilst his parents were away.
    He decreed that his subjects should work harder, and give tribute every day.
    His people were incapable, for even though they worked hard, they were still poor.
    And when he raised their taxes as punishment, they could take it no more.
    They grabbed pitchforks, and torches, and marched with brisk pace.
    Even with a garrison at his disposal, they stormed in and burnt down the place.
    The streets were rife with debauchery- woohooing, nudity, and "juice".
    Even the soldiers had joined in; they hated the prince too, and had brokered a truce.
    The king and queen returned home, only to look on in dread.
    There were urns and tombstones everywhere...the fire had undoubtedly spread.
    Now we embrace the spirit of charity, leaving presents at our neighbor's door.
    We cherish what we have and revel in our accomplishments instead of wanting more.
    We cast off the shackles of judgement, running naked about town.
    We light up the skies with fireworks...but do it outside so our houses don't burn down.
    52gvwx8.png
    Spring - 1st week, Saturday:
    Anniversary Day - The day before 'Love Day', this is a collective anniversary for ongoing relationships of all kinds (romantic and platonic). Sims start the day by airing out any issues between them, as a way to let go of resentment and give way to constructive dialogue. This is then topped off by sharing what one is most grateful for within the other, and reminiscing over the times spent together. Lastly, sims decorate for Love Day and enjoy music and art. The next day, all of the usual lovey-dovey stuff will commence.
    379Lkjm.png
    JqLXp08.png
    Summer - 1st week, from Sunday to Saturday:
    Vacation Week (Days off) - This week is focused on enjoying time off of work/school, and making new memories, whether vacationing or stay-cationing.
    • Day 1 - Preparation - Time to make plans, clean up, and go somewhere new or just get out of the house for a bit.
      gBjVLCi.png
    • Day 2 - Acclimation - The Summer heat is in full swing, and it's time to cool off and switch off. Today, nothing matters but fun and games.
      ujwDsnA.png
    • Day 3 - Exploration - It's time to get out and see the sights. Move your body and get in some cardio while you're at it.
      vDDLZa5.png
    • Day 4 - Vacation! - It's mid-week and your free paper is burning. Time to turn this getaway up a notch with a PARTY! Invite some guests (old or new), set the volume to "high" (or jam out), and just let go.
      rpkBJD4.png
    • Day 5 - Revitalisation - If you've a honey enjoying the Summer alongside you, take them out and give the fireplace of your love a bit of tending. If you've no one to call your own, it's time to have a fling. Grab a drink, chat up an attractive stranger, and see if the sparks turn to fire.
      2B3v4rR.png
    • Day 6 - Rumination - The end is nigh, but spirits are (hopefully) high. Cozy up around or near a fire, and reminisce on new memories made along the way.
      nzoZopD.png
    • Day 7 - Staycation - Home again, home again. Flop down on the bed you haven't seen in days, or sleep in if you've been home all along. Take the time to appreciate the things you have, the people in your life, and the forces that guide you.
      hrhqS6h.png
    Summer - 2nd week, Wednesday:
    Feast Day (Day off) - Community, family, or just a few friends- today's the day to gather together, eat, and drink to your heart's content.
    uRViPPr.png
    Fall - 2nd week, Saturday
    Rush Day (Day off) - Rush Day (Day off) - 'The Masquerade' (my version of Halloween) and 'Harvestfest' both occur in fall, so sims stuff their faces with candy, then a grand feast not long after. 'Rush Day' was developed as a way to get in some exercise and exploration (for both young and old). This is set at the end of fall when the air is nippy outside, but not so cold that the waters have frozen over.

    Sims plunge into freezing waters, toss their garments to the wind, and keep moving so the cold doesn't settle in. Children can still participate through hunting down eggs that've been painstakingly hidden around the worlds, and can get in their water-based exercise through playing in ponds and around sprinklers.

    Remember- if the heart rate drops...so does the temperature.
    tcXJjwV.png
    Winter - 1st week, Saturday:
    Day Of Passing (Day off) - Spirits and Spectres are common occurrences in the Sim world. Today, we honour those we've lost, cherish those beside us, and give companionship to those wayward spirits wandering alone and forgotten on the mortal plane.
    6RbKAh2.png
    Winter - 2nd week, Tuesday:
    Winterfest Eve (Day off) - Prep today, party tomorrow.
    Tomorrow's Winterfest, and you know what that means-
    Time to replace Jenny's old doll, splitting at the seams.
    Marcus does the ornaments, Suzy the tree skirt,
    Damien the garlands, and Ashley's picking pine out of her shirt.
    Little Jenny will do the topper, whilst father decorates the house.
    Grandma's cooking everything, whilst Grandpa wages war with a mouse.
    Mother is trying to finish the lighting, but baby Andrew's wailing in dismay.
    Timothy and Ariella are smuggling presents away.
    The ceremony is tomorrow morning, then the families arrive.
    The adults will be drinking...boy I hope we make it out alive.
    Father Winter will come later (he'll simply ignore the door),
    And he'll find everyone fast asleep...passed out on the floor.
    hFRY5nN.png
    MTrPi1T.png
    Post edited by KyreRoen on
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • DaniRose2143DaniRose2143 Posts: 5,584 Member
    This thread has flown under my radar, and shame on me for allowing that to happen. Wow!😲🤯 And that's after just glancing at your post tonight @KyreRoen and the previous one. I'm struggling to stay awake so I'm not going to try and take in any of this tonight. Later today after I roll out of bed and get my housework done, I am going to go back to post one and just take my time and digest every morsel of information and inspiration on this thread.

    Thank you so much for what looks like a treasure trove of knowledge. A syllabus for TS4U if you will.
    My Gallery ID: DaniRose2143
    Under The Tartosan Sun
    Schemes and Dreams
  • GageaGagea Posts: 1,133 Member
    KyreRoen wrote: »
    Simming Tips #8: What Can (and Cannot) Kill Vampires?

    Cannot Confirm:
    • Rabid Rodent Disease (My First Pet Stuff).
    • Anything in 'Journey To Batuu'.
    • Red Spectres (Paranormal)
    • Rabbits (Cottage Living)
    • Evil Chicken (Cottage Living)

    A Vampire can be killed by an evil chicken. My vampire annoyed an evil chicken three times, the third fight ended with his death.


  • KyreRoenKyreRoen Posts: 658 Member
    edited May 14
    This thread has flown under my radar, and shame on me for allowing that to happen. Wow!😲🤯 And that's after just glancing at your post tonight @KyreRoen and the previous one. I'm struggling to stay awake so I'm not going to try and take in any of this tonight. Later today after I roll out of bed and get my housework done, I am going to go back to post one and just take my time and digest every morsel of information and inspiration on this thread.

    Thank you so much for what looks like a treasure trove of knowledge. A syllabus for TS4U if you will.
    @DaniRose2143
    Welcome on in. Always a pleasure seeing both new and recurrent visitors to the Repository, and it is my distinct pleasure making sure there's something to be learnt here. :smile:
    Gagea wrote: »
    KyreRoen wrote: »
    Simming Tips #8: What Can (and Cannot) Kill Vampires?

    Cannot Confirm:
    • Rabid Rodent Disease (My First Pet Stuff).
    • Anything in 'Journey To Batuu'.
    • Red Spectres (Paranormal)
    • Rabbits (Cottage Living)
    • Evil Chicken (Cottage Living)

    A Vampire can be killed by an evil chicken. My vampire annoyed an evil chicken three times, the third fight ended with his death.
    @Gagea
    Awesome, thank you for confirming that. I'll update the post a bit later, given I'm due for an editing run-through anyway (Need to remember to test Red Spectres, given I now have Paranormal). Cheers! :smiley:
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • KyreRoenKyreRoen Posts: 658 Member
    I'm looking for a beta reader for Simming Tips #19. I've sort of tunnel-visioned myself to the point of having too much info, and weary eyes. My goal is to see what I can trim down (if necessary), and what I need to emphasize upon (if I've forgotten anything). Just let me know if you'd be interested, and I'll send you a draft link.
    Check out my 'Simming Tips' for detailed tips and tricks (TS4).
  • ItsMeThatGuyItsMeThatGuy Posts: 277 Member
    This thread's good. Perhaps can I assist in making this thread better?
    I am NOT part of anything in EA and I'm just a player. I try my best to answer questions in the Sims forums, and showing info about the Sims, even posting answers and thoughts of feedback! I have been playing the Sims 4 for 1 year.
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