So we all know what happens when the aspiration bar goes fully red...but has anyone paid attention to sims that are just slightly red? Teens and kids throw TANTRUMS. Adults might cry. And they have nightmares when they sleep! So...is there a hack/ code that drops that bar? Because so often the fears are major and might cause the shrink to appear. Hmmm...if we add fear slots will we get more minor fears to show up?
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I have no idea how. I have no idea why. My brand new hood with only 28 townies (4 teens, 4 kids, and 4 toddlers, one each face, rest just adults), has managed to give me a sim that with ZERO aspiration points spent on a pleasure sim no less...every pregnancy has resulted in twins. The plan was to not do the death rolls during the "Pre-play" time, and reset all the time back to Monday last day of summer. But this is the second set of twins, dad had a fea spawn, and the first set of twins hasn't learned more than 2 skill levels plus 1.5 potty/talk/walk/nursery set yet.
As far as I know the mailbox cheat for twins is broken so doesn't work. Just like summoning the alien from it doesn't work...
I don't think I set any cheats on this house beyond move objects anyway. It's supposed to just give me a hood with different ages played so I won't have a mass birthday bang when the brand new sims all age up at once...
I think from now on I'm just going to prosperity generate the families, and random number of days to age up on the sim blender - it's been updated to allow 1, 3, AND 5 days at a time now...
I do have to say this has allowed me to play with acr controlls though. Still haven't found my happy medium with it.
I can tell you that turning all autonomous try for baby OFF eliminates the random roll that the dialogue gives you. The only notice that pops up is got preg from risky.
Setting the risky to 30% while my sims have a 58% fertility meant that they only managed to avoid a baby ONCE. So me thinks that is too high. I know from testing with 20% fertility that it might be too low, so now it's set as risky 24... (and the auto try for baby is off.)
I just failed at math... no wonder my sims weren't able to earn anything! Calculated the lot value at 735, then charged them 700 instead of 10%....
Played the family until they went broke, reconfigured my tax system, reconfigured my rules for raising livestock other than rabbits and foul...
Then looked at my taxes and went wait a minute...
😂 Oops. So...still not sure how the winter and no leftovers works. So far it takes the entire crop field restock the fridge (forget taxing 10% of that!) Each SEASON. Forbid me to cause a crop blight...
I've seen a suggested serving size mod, but not sure I want to add that. I already don't care for the cheaty feel of the sunMoon crops, so only use the in game stuff. So a 3x3 crop field is just big enough to keep 2-4 sims alive through one season without needing to restock. Still not sure how to handle crops and fishing (cooking a fish meal and stopping them just before they max the hunger bar is almost enough to feed 2 sims...especially if one is child...
I guess that is part of the challenge though. Maybe I just need a bigger crop field? And catching enough fish is hard when you eat one or two a day because the previous plate went bad. (And the fall and spring were cold so the water froze earlier for longer). Did not help that I rolled for the family to make their income on selling fish...Townies gave negative stars for average priced boots, and would barely buy one fish. I never caught enough to be able to pack 12. (I haven't used sunMoon fish either because they can't be grilled/ cooked like the in game stuff).
Fun (love to hate) fact. Bottles can come from an empty fridge. But toddler mush bowl can't, and it consumes food points to make so keep all teens and up occupied if that toddler is hungry and stinky or tired. Once that mush bowl is put down there is no saving it.
Oh how horrible. I just discovered the reason the lowest number is 2 on ACR. It's actually one less than you see! 😂 She rolled a 20 on trying for baby and her fertility is set at 20. Still no baby on board.
So after a long hiatus...I decided to play around with yet another iteration of Pleasantview. I've got the 4day year lifespan set up (sort of- haven't touched the plantsim to adjust ages...) with acr (thank you Hat for making that easy). I have a bunch of medieval defaults in because of what I was working on when I abandoned it...and I got rid of a bunch of those brightly colored skins😬(so the project I was working on will need scrapped if I had sims in...don't think i was there yet, but...)
Any way, I just wanted to share that this time I decided to toss a few dice. The Rolls determined that Cassandra would marry Don, and I just played him until 9pm of the first day- I had removed the age adjustment for the first day of rotation so I could play the "guide" version... (I love changing up the approach...I think my most memorable run was playing by the time-- Don starts on a Tuesday, but the wedding is on Monday. The only other house that is out of time is the Pleasants- they start on a Thursday. )
So I played each household for approximately one day rotation. Even the Brokes, so she still hasn't had the baby yet. I've just installed the longer life mods...and have nearly played through the second round (one day). So I've only changed the adults days remaining, left all other ages as they were. So Beau has 31 days to teen left now...
The Pleasants are still on Thursday at 1400 hours. And the Oldies adopted Chloe...and doesn't really get along with her. She must be a troubled child...
What are some of your favorite moments that you've made?
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Playing around with the Warwickshire ths scores and childbirth. I already tried to adjust it, as it made no sense to me that a longer labor was beneficial to the mother's health. Unfortunately, just changing that to a straight up subtract means that any mother in fair or less health dies or goes comatose...
Looking at the event scores...they have a wide variation in strength. Every other random roll is pretty close, so I think this is my culprit.
I wonder what the thought process behind these scores was? We already are subtracting positive scores for poor health, poor presentation, and for myself, lower fetal scores on multiples and length of labor.
My mom used to tell stories about her best friend giving birth in the hospital parking lot because they lived 2 hours away and it was her third child. My own third child labor was 2 hours from start to finish. So that was my reasoning behind changing the labor roll...and subtracting it from the subtotal.
Learned a new word... (misspelled Regent and was given regnant queen to look up. Regnant is a woman in power of her own right equal to that of her male counterpart (king).
Totally understand how it can take two years to make a new hood😂. I'm at the building stage now... thank you vyllagyrl3 for the basic parameters on building housing! I *think* I can manage a two story on a foundation four rooms up and four rooms down build...
In practice? Not so much. How do you utilize the grand staircase that has the flair at the bottom? No matter what I try it doesn't look good. And I really should probably look at some blue prints... I keep trying to stick the indoor privy directly accross from the grand entrance... and the only other room that would make sense is a dining room or servants quarters...but I have that separated and down in a corner by the fishing pond...
The only way to improve is to do, there is no try. Yeah, it's a try all right, then a bulldoze and redo...
👀👀👀 you can genderify custom skins... so only males could be green...and only females could be pink...and since I have multiple skins set at same genetic value...they would automatically get the other one, right? Or maybe just a default.
New experiment I guess...
Now, which was which? 1 male? Or was 1 female? 3 is both...
Genderfying it makes it unavailable in cas to the other gender and that's all it does. The kids could still generate either skin tone. Oh dear. The kids also could break genetics by gaining the other gender's color face...with a default skin body. I guess you could make a custom skin and color the females separately than the males...with a neutral child tone... so much for that...
Was going to edit some additional thoughts, but realized they were incorrect (both gender children use the same face and body, don't know why some generated the default body instead of the face) - maybe I morphed the models faces I used for the parents, so they passed their face genetics linked to the skintone? - I used some extracted sims I was really happy with and want to use in my new hood when I get it up...and I made them long enough ago that I don't recall specifics of their generation (possibly creating the originals via pacifier, so their faces are each unique)
Just realized that by pulling them in from bodyshop they are now homozygous. 😮💨🙄 drat.
Wee. Much better... I don't know who Anayla is... but I used her eye blend from curious b (4to2) as a base, then cut out iris holes and found a shadow to zip around it. Much better. Not exactly maxis match, not realistic either...at least the eyes don't turn pink when they look down anymore (cut scene whoo is the only place I noticed and was bothered by) and I've apparently been spelling that name wrong in all my edits🤪 Anaya CB schlera
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Productive morning? Lol maybe. I just spent all morning looking for sclerolas because the new eyes I found...were too pink for me. And my imaging edit software is paint net...so everything will be hand drawn or an overlay if I can find one I like...
Hmm. So yesterday was my first experiment with sending half the house on vacation. Husband returned...at the same time he left... I have community time. Does it not work with vacations? Or do I have an unforseen mod conflict? I'll be honest...it was the first time I only sent part of the house on vacation, and I'm not sure I've played with community time much. I'm wishy washy on keeping it in...
Okay....getting ready to dive into an ultimate decades challenge, and mishmashing stuff from plumbobs and the past (utube), medival charter, and warwickshire. Plus my own spin on time travel 😁 can't wait for that...
So I'm confused about the warwick start...if I have randomly generated needing 2 fiefs for 2 neighborhoods, and each neighborhood is run by a duke, who answers to the monarch...I've just created more royals and nobles than serfs and peasants. Plus, each fief is it's own settlement? Shouldn't each fief have several settlements? (Can see adding some Travel rules)
Further rule thoughts and rambles under the cut
I'm thinking about taking it down a level or two... if each fief has its own leader...I've essentially got the makings for war to break out betwixt them... and one of my tax rules is based on when the current duke or fief leader dies (to allow for chance of HIGHER taxes upon the new lord's reign) not entirely sure how I want to go about this yet. I like the results I got for my monarch - that family should be interesting, to say the least... oh, are kingly visits even possible while he's a toddler? I highly doubt the queen reagent would travel to her nobles' homes - especially as she's unwed... perhaps to... gain paramours?
Trying to read through my notes for my ros, cuz Warwickshire ros is for each sim aged teen and older each season...and it has some really nifty events that will not happen unless directed...although, I did just witness a RETURN theft in my test world. It qued up as steal statue back. So... I guess putting a rooster statue in with the chickens was a bad idea? Anyway... some of that could get thrown in (murder is already in it, suicide is not, but there are several other ways to eliminate sims.) I did already have plans for changlings, and I'm planning to ignore supernatural prejudism in my game, so most of the trial and accusation stuff is getting tossed. Hmm. Perhaps I should have an ros event that is seek out a witchy trade...which has it's own prices to pay... ooh...I wonder if I could add additional witchy trades? Must brainstorm (and check my notes for what witchy trades have been decided on).
Ahh, yes, we have move to convent, we should add seek court appointment...
And while I placed a random chance to turn into a zombie... I really like the evil idea behind CREATE a zombie (like create a Servo. Yes, diabolical). It would fit my gameplay plan well. I don't care to cheat pregnancies, and zombies can only continue to term, not start one. (So making zombi-ism hereditary is out).
I have no idea how to generate family worth >300k. I don't even know if my regular gameplay has exceeded $40k. Even my dice rolls are failing to generate close to that amount (3d10*1000 is great for randomizing serfs and peasants. 5d10*1000 gives an average of 27000, still firmly in the peasant range. 5d12, however, at least gets me 32k average...and up to 60k and into the lower Bourgeois range... with my monetary mods... maybe I need to reduce what qualifies? It's a huge jump from >50k to >300k... (lower Bourgeois to Gentry) *thinking out loud...lower 50k, middle 100k, upper...200? But then the next jump is 350k...then 500k and that's as high as that goes (without marrying a royal).
Back to my original question... Two fiefs per residential neighborhood. Means 4 titles plus 2 dukes plus the monarch, right? And to just start with a Crossroads size town it sais 1-3 merchants, 5 peasants, and as many serfs as I deign to play with (just keep the number of peasants greater than the nobles) er... that is more nobles than peasants already, I'm building from scratch and am planning on creating my own townies (necessary for the way changlings are going to be made, plus making my own fae, again necessary because those won't be randomized). I don't know if I need/ want to create two "cities" to start - the sizes I rolled for those were village and hamlet, I think. I'm sure I need more than just 3 merchant class? Although, I could perhaps see some of them as Royal Appointments... (the butcher is not listed. Why is the butcher not listed? He was vital, right next to the baker and miller, and smith. Butchers worked closely with tanners, maybe even did tanning on the side...waste not want not. What were names for butcher? I can only think of Butch, and that is more first name than surname...Tanner, however, is a popular surname...
So with my random rolls planned out so far, I've got 5 (+2) peasant/ serf families (determined by starting funds) plus 3 merchant class that I have not determined how to roll for yet... maybe instead of adding dice I need to start with a basic add to the dice, like 3d10 + 2, then multiply by 1000. So min would be 5000, max would be 32k...no not enough. 5d12 is min 5k, max is 60k. Oh, that works... gives my peasants more of a cushion though... maybe taxes will fix that? Also have the problem that more would fall in the peasant category (average is 32k). So... I've got 8 families to play in rotation, plus at minimum the monarch (but how do you play court without the nobles in attendance? - add 6 nobles/ gentry determined by the rolls for what size fief I had - an earl, a viscount, baronetcy, and baron. Plus 2 dukes - do I wait for sons of the monarch to take over those? (Perhaps this is why the kingdom is splintering) ...so 8 + 1 + 6 = 15 families to play in rotation, not counting my special lots I need to go forward (a convent/monestary/ orphanage, and the 'almshouse' that is going to be played like an isbi. And perhaps a pleasure house? Maybe not, that might be covered under the ros for a rich sim taking a "side-piece." And if I'm starting as the ultimate too...my first house is going to split into 3 making my starting rotation 17. Yeah, that's too much to start with. I technically only have one subhood for residence, the other residence hood is "court". Why the limit on subhoods? The notes even talk about having a dedicated fae hood? Anyway...I want my fae portals in my main hood. I think court is going to be a subhood. (IF I don't look at the nobles I can ignore them- I bet "court" would fit nicely in a blank downtown...and isn't there a glitch in the code that stops 'downtownies' from being walkbys? It's perfect for throwing the nobles into- mostly nighttime so the late night balls can start right away...(and warwick has a bonus built in for vampires to be at court). So I can knock off at least some of those noble rotations. I only need to play the monarch and the tax collector (the noble taxes are being paid to- no need for a tax collector when the game setup includes the final goal) although... if the reagent takes an interest in a noble...I would need to play that one too.🤨
The goal was to start an ultimate decades. The rest was for structure...
So I have default templates (faces) and an 8 pt mod... so face 28 is never used naturally in game. If I use sliders on the face, do the slid values get passed on in the genetics? Wiki was less than helpful...
Guess I just found an experiment to try!
Has anyone else experimented with this? We all know about the templates, and linking the broken face... was use of sliders how the face templates broke to begin with? Guess I'd better use a unique two faces to judge the experiment on - no face 2
So apparently Marticore has tested this, and only blending the face templates produces inheritable templates. Why does copying surgery in simpe produce inheritable template forms? It's just sliders again...
So cas sliders are cas plastic surgery? Why is that when everything else in cas is homozygus? And how does blending the face in cas affect the baby face? Is that what makes it inheritable? How does that work when all the originals were linked to face 2?
🙄 I don't understand...
Wait. If we plastic surgery the heck out of the face, then use the blend option to go more normal...are the wacked out modified sliders now inheritable?
Making notes to myself here. The dice were not kind when Rolled for the Monarch family generation. D6-1 with a result of (2) -1 = 1 family member. An aunt. With the romance aspiration. The lord Chancellor is also a romance aspiration. And the monarch?
He just turned 1. (Seriously, roll for number of days into the agespan (12 for toddler) and I got a 1.
😑 Hmm. Debating with myself here. Do I roll the rest of the families, declare a second daughter the Monarch’s nanny, and move her in? Or just go a head and create the nanny?
I'm no where near ready to play - lot building is not my best interest...
Add in the fact that I'm mish mashing a whole bunch of disparate ideas together...
🤣🤣🤣
I read Earl Bat, king rat, squire mouse.🤣🤣🤣
Name generator because tired of ai Google explain things
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Whoo hee! I have been searching for a MONTH for that pesky burglar scheduler mod... (all the links I found previously took me to an ALARM, not the scheduler) and wouldn't you know it, I actually found sir ignitus' blow torch today too! Woohoo!
...now to rewrite my ros to add the fires back in...
And ...groan... I changed my eyes I was using, so now I get to replan what my townies genetics will be...
So now that I can see what they look like...I'm probably going to leave the police car invisible. The rider looks oddly flat compared to the rest...and the cart was...driverless- or missing a texture- unless that was a flashing light? Does normal game have a flashing light? Do not feel like checking that today...
I think the mini-van is my only candidate for a rider...The carts are all so unique and I like them...