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karurawasabi

April 2025

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(my mood is cranky because my neck hurtssss)

I don't really use Interests much in this game, other than, you know, what the game itself already uses them for (sims with similar interests with get along more, and will autonomously talk about their shared interests). However...

(high interest = 6+, very high interest = 8+)

ANIMALS
Sims with high interest in animals may buy small pets IF they also roll the want for it. Previously the want to buy these caged animals are so frequent and random (and seem to be not based on any factors at all), so this is how I restrict it, without banning small pets at all.

WORK
If a household is low on cash, sims with high interest in work can apply for a job even without rolling the want for it. Sims with low interest in work don't normally get a job... unless they really, really have to (or if they roll the want for a specific job).

Teen sims who have a job and a high interest in work may do their homework even if they have no want for it. They want to keep their job, so they have to keep their grades up. Right?

ENVIRONMENT
Sims with high interest in environment may be directed to tend the garden (flowers, bushes and such--not Seasons-gardening). SIms with low interest in environment don't normally garden... unless they really, really have to.

If a household doesn't have any sim interested in environment, and their garden desperately need tending, either I pick the sim with the highest interest points or hire a gardener, if they can afford it.

SCHOOL
Teens or children with very high interest in school may do their homework without the want for it. Parents with high interest in school may help their children with their homework even if they roll no want for it.

FOOD
Sims with very high interest in food may try cooking and serve meals, even if they have zero cooking points. Normally, I only direct sims with some cooking points to serve meals.

Now, I don't always follow these rules to a letter. There's some storytelling bits I use in certain households where I have to break or bend these rules for them.

For instance, I'm playing a caretaker-less orphanage with eight sims. The story I'm running with them is they have to keep their grades high to avoid the social worker, keep the orphanage clean, and pretend that they're doing juuuuust fiiiine. So they always do their homeworks (some more diligent than the others), no matter their personality.

Or maybe Dina Caliente doesn't like working, but Nina's moved out, Mortimer's unwoo-able, and she really needs quick cash quick lest the repo man pays a visit. In that case, maybe I'll make her apply for a job, maybe go to work several days and acquire enough money to pay the bills, before quitting. Something like that. Maybe? Maybe.

Yay me and my unstoppable desire to set up a bunch of limiting rules in a life simulation game!

I love the idea of life skills introduced by Apartment Life, but found that sims will eventually roll the want to learn all life skills, with little regard to their personality or recent events (I don't think it makes sense for Don Lothario to want to learn couples counseling, but hey, maybe that's just me). So now I'm using Nostural's No Life Skills Wants mod that basically stops all wants to learn any life skills except Parenting. But I'm playing hardcore wants-basd, and I'm starting to miss having my sims learn life skills, SO! (I'm so tired) I decided to limit which life skills a sim can learn based on their 3t2 traits, personality, majors, etc etc.


PARENTING

The want to learn Parenting seems to be working just fine as is (only sims, usually Family sims, who recently had a baby rolls the want to learn Parenting), but I added one teeny tiny change anyway--sims who Dislikes Children cannot learn Parenting, and sims who have the Nurturing trait can learn Parenting anytime, regardless of their want.


FIRE PREVENTION

+ Has Brave or Daredevil trait;
+ Used to be a firefighter (aka. if the sim used to be a firefighter NPC that became a playable by moving them in or marrying them);
+ Has witnessed a fire at least once;
+ Has a loved one (friend or relative) die by fire that isn't spontaneous combustion;

- If the sim has the Coward or Clumsy trait, they cannot, and would not want to, learn Fire Prevention by any means--regardless if any of the above conditions apply.


ANGER MANAGEMENT

+ Has Hot-Headed trait (which, upon learning the skill, must be replaced with a different, hopefully more positive trait);
+ Is currently Furious with another sim AND has either the Good trait or +5 Nice points;
+ Has more than 10 bad memories (yes, including those stinky roaches memories);

- If the sim has Dramatic, Over-Emotional, or Diva trait, they cannot learn Anger Management at all.


LIFELONG HAPPINESS

+ Has Excitable or Disciplined trait (I assume Disciplined sims would be into "attaining inner peace" and some such, and Excitable sims always want to find joy in everything;

- Cannot learn the skill if the sim has Grumpy, Loser, Hot-Headed, or Neurotic trait.


PHYSIOLOGY

+ Obviously must not have already mastered the Body skill, in which learning Physiology would be useless;
+ Has either Athletic or Disciplined trait;
+ Is a Romance sim on aspiration failure (don't ask);
+ Is in the Athletic career track;
+ Is enrolled or graduated from Biology major;

- Cannot learn the skill if the sim is a Couch Potato.


COUPLES COUNSELING

+ Is enrolled or has graduated from Psychology major;
+ Has Nurturing trait;
+ Has either Good or Friendly trait AND a loved one (either a close relative or friend) is having a problem with their partner--for instance, Cassandra Goth can learn couples counseling to help her friend Mary-Sue and Daniel Pleasant reconcile;

- Cannot learn the trait if the sim is Mean-Spirited or Evil.



So, because 1 year equals 1 week equals 1 season in my game, college naturally lasts for 4 weeks (or 4 seasons). I try to start playing college rounds on the first day of the season (Monday) whenever possible, for easier time management.

Now, with such a loooong time on college grounds, naturally it should be easier for me to make all students learn their needed skills, get A+ on each exam, and still have a little time socializing on the side, right?

Well, not really.
  • The skill learning limitation described in the previous chapter still applies to college students, if not even more so. Which means students cannot (and will not) learn skills if they have no wants for it, no hobbies relating to it, or if they for some reason don't autonomously do the skilling thing themselves.
  • This makes Knowledge sims generally have an easier time at college while other sims do worse. Pleasure sims especially, considering they often roll wants to skip class (which I will make them do, unless it's a final exam). Fall season gives all college sims an advantage because it makes them roll skilling wants more often than in other seasons.
  • Speaking of going to class, I have dizzy's mod that makes going to class a lot more random according to their needs, personality, Aspiration, etc. I will only force sims to go to class if they have the want to go to class, or if it's the Final Exam. Similarly, I'll tell my sims not to go to class if their performance bar is already full (in which case a trip to the class will be a waste of time anyway), or if they have the want to skip class.
  • I also have another dizzy's mod (will link later... if I can find it) that makes college research and doing assignment a lot more random. Sims can only start doing a college assignment if they have already attended class prior (I can pretend it's a sort of homework or something), or if they skipped class prior (to make up for it). In all cases, I'll only make them do their assignment if they have a want for it.
  • Influencing other sims to do someone else's assignment follows the same rule. The way I do it is usually I'll let my sim start a college assignment, cancel it, put the assignment on an accessible desk, then influence someone else to do the assignment.
  • I almost never direct my sims to start college research on their own. They'll have to autonomously do it (with the aforementioned mod, it makes it a lot rarer). However, if there is already a student or NPC (usually the mascots or cheerleader) that is already doing college research, I can direct my playable student to join them if they have a want for it.
  • Students can only do their term paper on the second half of the semester. No reason why, it just feels less cheatier that way, considering doing term paper gives a massive boost to grade. However, students on academic probation can do their term paper on their probation period (if they roll the want to, of course).
  • The day after (or before?) the Final Exam is considered a "free period" where students are free to do whatever they please. This is usually when I throw them parties or have them go to a community lot. They can get a headstart on their term paper if they want to, but they can't go to class (I'll just cancel any attempt at going to class). Still trying to refine this rule a bit.

Personal! Peeeersonal!

I'm so sleep deprived.

Anyway, my personal gameplay rules for the Sims 2 stems from the fact that I'm playing on 1 week = 1 simyear = 1 season lifespan, with another mod that slows down skill gain considerably to fit the lifespan. I'm also playing (largely) wants-based, and I'll cheat to get 4 want locks and 6 want slots if I *want* to. Wow, that's a lot of wants.

SKILLING
  1. Sims only learn a skill when they: a) roll a want for it; b) roll a want for promotion and their promotion requires them to learn a skill; c) roll any want that might give them that skill (eg: wanting to play a piano, play chess, etc etc);
  2. I can also make them learn a skill when they need fun and the skill-building activity might build their fun as well;
  3. Sims can also learn a skill without rolling any want if it's appropriate to their hobbies. (When a sim has full needs and I don't know what to do with them anymore, I tend to direct them to do their One True Hobby's activities, like playing instruments for a sim interested in Music and Dance, watching the cooking channel if they like Cuisine, etc etc)
  4. And of course, sims can also learn a skill if they autonomously do it!
  5. I apply skill limits per age. Toddlers can raise their skills up to level 3, children to level 5, teens to level 7, and young adults and beyond have no limit. If they accidentally learn a skill beyond their limit, I cheated it back down;
  6. However, if a premade sim has a preexisting skill that went over this limit, I'll keep them as they are;
  7. Using HexagonalBipyramid's TS3 traits, every sim can have different skill limits, like so:
  • Genius: +1 bonus to Logic
  • Perceptive: +1 bonus to Logic (from playing chess only)
  • Artistic: +1 bonus to Creativity (from painting, sculpting, and sewing only)
  • Virtuoso, Natural Born Performer: +1 bonus to Creativity (from performing music only)
  • Athletic: +1 bonus to Body (from exercising and playing sports only)
  • Disciplined: +1 bonus to Body (from yoga only)
  • Handy: +1 bonus to Mechanical
  • Natural Cook: +1 bonus to Cooking
  • Neat: +1 bonus to Cleaning
  • Charismatic: +1 bonus to Charisma
So a toddler with the Genius trait can raise their Logic by level 4 instead of level 3 like other non-Genius toddlers, and the limit also makes it so that only teens with certain traits can learn certain skills up to level 8 and apply for scholarship (because several scholarships can only be obtained if your teen is level 8 in certain skills). Ok, that's a lot of "certains".

IF I'm not using TS3 traits for some reason, I'll substitute the traits with the sim's One True Hobby:
  • Science: +1 bonus to Logic
  • Arts & Craft OR Music & Dance: +1 bonus to Creativity
  • Fitness OR Sports: +1 bonus to Body
  • Tinkering: +1 bonus to Mechanical
  • Cuisine: +1 bonus to Cooking
  • Nature: +1 bonus to Cleaning (don't ask why; Nature has always been linked to the cleaning skill for some goddamn reason)
  • Film & Lit: +1 bonus to Charisma

Next up, college life! Unless I still want to ramble some more about skilling...