Quin has defeated the twin demons of procrastination and distraction to create the first two households for the new Kulo Sena, do the SimPE configuring for both and the in-game adjusting for one, and make a start on the first community lot build. Expect an intro post soon... but not now, because it's just past 11 pm in my timezone and I need zzzzs.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
β Live Streamingβ Interactive Chatβ Private Showsβ HD Qualityβ Free Actions
Free to watch β’ No registration required β’ HD streaming
Kulo Sena is still a WIP. It's had a number of setbacks, including: terrain glitches, mod conflicts, and me just not being motivated or satisfied with my builds. All are fixed now, more or less. I wanted my simblr friends to know I'm still working on it.
Today I did a brainstorming session focused on "what if" scenarios and possible common threads for things that have happened in past iterations of Kulo Sena. I don't want to let any spoilers loose, but it's got me feeling enthusiastic again... as much as I ever can be when I have to remake sims and build for them.
I've also worked out why I dislike doing the SimPE edits so much. It's just a dull, repetitive slog down a list of SDSC files, typing in semi-arbitrary numbers for interest and personality points and skills. Over and over again. In addition to being a linear "go down the list" thing or else I forget who I've already edited, it doesn't engage my mind at all - and why else do I choose to build detailed fantasy settings instead of mimicking historical or contemporary Earth? Granted, I haven't found a solution for SimPE boredom, or for my accursed perfectionism, but knowing is half the battle.
I wish all my simmer friends much love and enjoyment of their games. Back to the grind I go... I wish I was enjoying my game instead of remaking sims... but I do know why SimPE is something I avoid more than building now, so I can work out a strategy.
Update on Kulo Sena: I crammed way too much stuff into my Downloads folder and it keeps crashing in CAS and Buy Mode. So here I am redoing my entire folder almost from scratch, after which I will be back to square 1 again. I am losing motivation - can any of my simblr friends give me any hints and/or support?
This Valentine's Day, I've been sharing the love with my sims and their world. I'd like to share the latest part of that worldbuilding project with my simblr friends (who I also appreciate deeply.)
Welcome to Kettlehaven, home to the first seven households I've made. This is where the Pollen household now resides, as well as several completely new sims, and some crossovers from roleplays, premades and forays into TS3.
Kettlehaven is the site of the only walled community within the Lake Lulla region: the Healing Gardens, established as a place for those who need help with their journeys of recovery. The Gardens' resident healers, Qusul and Equinox Pollen (yes, my simself) have built on the knowledge of legendary Nuidya herbalist Serendipity Herendez zan-Carmela, brewing a variety of remedies for grief, stress, and occasionally the after-effects of possession. This is totally where the village's name comes from. Not line of sight in the kitchen, not at all.
I've spent a few days tinkering with the hood deco, and again, I'm very pleased with the atmosphere I've managed to create. Tomorrow, I might be posting intros to the other six families - watch this space!
Happy (slightly belated) New Year to all my simblr friends! I've been focusing on my solo RPG over the holidays, since I refuse to build over Christmas, but I'm ready to get back to working on Kulo Sena now!
As part of my attempt to be more true to my own playstyle, I've managed to zap a lot of the stuff I'm not using, but keep including, from my Downloads folder (3t2 traits, and complex Sun&Moon crafting chains, looking at you) so my load times will hopefully be less like sload times. I'm also examining elements of my gameplay that I'm dissatisfied with. One of those aspects is the rotation system, which I've been very strict about keeping in sync since before Kulo Sena was a thing - even though my naturally chaotic, cluttered mind can't handle schedules! It's much too full of roleplaying and worldbuilding stuff to remember anything as trivial as when I have to go to the dentist. (I know where things are, mum. They're in one of those piles on the floor over there.)
So, how can I change my timekeeping style to better suit my preferences? Well... (Quin Standard Ramble incoming!)
As I already mentioned in previous posts, I've been replacing text strings to make certain game terms make more sense to me. I've decided that, instead of having a rotation system, Kulo Sena's story will flow more like... well, a story, which is where my strengths have always been. I am just naturally a rambly narrator.
The replacement term will be arc, and I plan to focus each arc on whatever grabs my attention most in the moment, rather than on whoever happens to be next on the list. I'm going to stop fussing about keeping ages and seasons exactly matched between households, letting there be a few days' variation, and letting some households where nothing much is going on sit out of a few play sessions. As a storyteller first and foremost, nothing's more frustrating than having to break off from an exciting storyline and go play a bunch of nobodies because a week is up!
I'll be tagging my posts by arc name and scene number, rather than by household or rotation or even by sim names. I also plan to make a habit of taking notes at the end of every play session, recapping major events for my scatterbrained self to review later. Another thing I get frustrated with myself for: I can barely remember what happened last rotation when I'm playing, never mind last iteration or anything! (The same applies to what I have for breakfast, and I only ever have one thing for breakfast... ahem. Resident Simblr Scatterbrain signing out now.)
Rotations are out of my game, as of 2025. Arcs are in.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
β Live Streamingβ Interactive Chatβ Private Showsβ HD Qualityβ Free Actions
Free to watch β’ No registration required β’ HD streaming
As the rebuild of Kulo Sena is the next project on my list, I wanted to make each of its "nests" (home lots) feel distinct from each other. Unlike Symbiosis, KS isn't the sort of place that has wildly varying architectural styles, so I decided to do that - and give myself fewer foraging community lots to build - by creating a mini ROS for new lots' resources and challenges, inspired by the TS4 lot traits and challenges system (an idea I always liked, though I no longer play TS4).
New home lots, including the fifteen nests I'll be setting up for rotation 1, get three rolls of a d12 and one roll of a d8. Resources are determined by the 3d12, challenges by 1d8. They are:
Resources
Swimmable Water
Fishable Water
Hot Springs/Waterfalls
Wild Berries/Mushrooms
Grazing Ground for Livestock
Fruit Trees
Herbs/Spices
Farmland
Beehives
Minerals
Magical Resources/Reagents
Hunting Grounds
Challenges
Vermin
Hauntings
Feral Griffins/Nightlight Predators
Firestorms
Hailstorms
Harmful Plants (poison berries, thorns, cow plants?)
Roll 1d6, but there's more of it
No challenge (lucky break)
It is possible to get the same number on multiple d12s, in which case I treat that as "lots of that resource." All lots must have at least two resources, though, so I reroll any third duplicates.
Also, apologies for pressing the wrong button and posting only half the intro! Fixed now... :)
First off: I am not a builder. I can build and landscape, I just... need to do it in veeeeery small doses. Here are a few pics from today's build sessions, along with hints and tips from a chronic buildophobe:
Since the Nuidya are generally very close to nature, I prefer to start with a little landscaping before I add structures. A great way I've found to make lots that are meant to be "untamed nature" look less like a perfectly well-kept garden: Use building cheats such as moveobjects on and boolprop snapobjectstogrid false to place plants and other terrain features off-grid, overlapping, or at various angles (I use fway's Object Rotators for that last one. Even boolprop allow45degreeangleofrotation true looks a little too uniformly angular for my taste.) Don't be afraid of the terrain elevation tools either!
Even a chronic buildophobe can get use out of OMSPs! This family of ducks were placed on PineappleForest's sea level OMSP, some of them angled with the aforementioned Object Rotators, then overlapped so they appear to be swimming close to each other.
I added an area for pets (mostly cats, as Nuidya venerate cats) over here. Plenty of rocks for my sims' feline friends to sun themselves on, thanks to Epi and Tvickiesims collaborating on the cat OMSP shown here as several pink boxes. Again, I made use of varying angles and OMSP elevations, and not everything snaps to the grid.
Over here is a little area for dining - mostly on fresh-caught fish, I imagine. The green square on the beach boulder is a counter OMSP, where the meals can be placed for beachgoers to help themselves to.
It's nowhere near finished, and it'll be a while before it's beautifully landscaped... but I'm super pleased with what I've done so far!
A little (read: rambly) update on Kulo Sena: I had to go back to square one (again) but it's coming along much better this time! In this version, rather than have the Nuidya households clumped together in one corner of one hood map, I'm splitting the nests between Kulo Sena and its subhoods. I originally planned the subhoods to be for settlers and prospectors, but that was too many sims to make, but... why waste the hoods? Each hood will have 2-3 nests in it, which will provide plenty of opportunities for trades, alliances and rivalries to develop.
Here's what the mainhood looks like at the moment, seen from the highest point on the terrain. I personally like the way the waterfall on the skyline appears to be flowing into the lake there! The highest level of terrain, Guardian Point, is home to the Shields Breath nest, along with a sport/tournament site, ritual baths, burial grounds (renamed "guidance grounds") and that one rift that opened when I accidentally let a warlock NPC spawn and curse a previous guidance ground. Don't worry, it's mostly under control now. :)
The next highest layer is the Central Aetherway, where you'll find the aether beacon and the harvest green (trading lot), along with the Calls in Darkness nest - home to recently-deposed headwoman Etan and her family.
I don't have a clever name for the beach lot tier yet. However...
My next order of business will be building a community lot on that layer. Named Three Crab Rock because some of the beach boulders around the borders of the lot vaguely resemble giant crab shapes, it will be a place where Nuidya can fish, celebrate festivals, or just relax. I'll be sharing pics as it progresses - watch this space!