Before playing I used sim wiki to compile a list of all careers that had charisma as a skill component. Charisma required:
Pictured below the school (pic's 1 - 3), stadium complex on the original park site, mausoleum (because npc's and one townie are aging and dead sims need to go someplace), fortune teller's wagon, lot next door (totem pole) will eventually become the apothecary. I was originally considering the swamp location for the crime rabbit hole, it however is the best size for a large graveyard, so now the crime syndicate will end up in the docks region. I've decided I need to compile a full list of skills to career's. There's a small handful of careers that have no skill metric. As well as a few that rely on (semi) hidden skills (horse riding for one). An overview (without snow) of the main town portion of Mt Holbston. I'm leaving the two residential loops are reserved for future generations. As I plan with breaking with one of the challenge rules, and having an heir move out and into a new home every so often. Possibly starting as early as generation 5. The big park is now directly across from city hall. Politics lite is roughly half way finished. Deborah has completed her LTW of being a super friend. For reward she and she alone is being allowed the purchase of long distance friend. I've also noticed that despite frequent use of the get to know interactions, she's not really learning traits so I'm pulling the personable (learn 50 traits) from the required for completion list. She still has to complete everybody's best friend skill challenge though. While the larger part of Politics Lite still isn't finished it's time to get Deborah paired off for the purpose of creating simlets, aka generation 5. Which began the quest for a single male, young adult, non npc. After a couple of sim days it became clear that the odds were not in her favor. So I stacked them, by going through my sim bin and adding every single male to one of two houses. Story progression still hadn't filled the home by the beach outside of town so that one got 8 bachelors. The remaining two or so bachelors got placed into the one house that had a single sim living in it. Once the odds were improved Deborah had better luck finding someone to pair off with. Although I did have to have him break up with a romantic interest, roughly 12 hours in game and Clark was already romantically interested in a townie and had a rabbit hole job. Erica (blond, red sweater) and Reyna (auburn brunette, stripped sweater) stuck around until after Deborah proposed to Clark. It gave me a vibe of them making sure she didn't poach their husbands. Although Erica and her husband Lonnie send out two pop ups daily; first one they're fighting and things are terribly amiss, second one they're arm in arm and the cutest couple ever. Welcome Clark. His eyes are mossy/dark green, where as Deborah was the only gen4 sim to inherit Julio's ice/clear/bright green eye color. He had a few books and a car in his inventory. He is already in the sports career, he's been left in it. Clark took measures into his own hands on learning there was no bed. This gave him a place to sleep, and a spot for them to cement the relationship. Note: If a sim starts a snowman zombies will finish it. They received many wedding gifts, four arrived their first day of married life. One has been kept, despite rules stating otherwise. I'm lumping it under allowed for politics lite, because I made 10 best friends part of the goals. The one gift kept was gifted by an old friend, Deborah's first best friend, and it may or may not help a future generation. Simlet one: Monroe ... decidedly not the heir. (hazel eyes, can't recall where the hazel came from) (Behind the Name was used for all simlet names.) Deborah is not a fan of child birth. (Clark's ltw is surrounded by family, sorry Deborah but his ltw is getting filled.) Simlet two: Cormac ... maybe (same shade of green eye color as Deborah.) Here we go again. Fingers crossed, come on multiples. Hey look, they finally have a bedroom with bed. Simlet three: Isa ... maybe (same shade of green eye color as Deborah.) As one can see time was not wasted. Twins (finally): Deirdre (yes after Deborah's older twin) and Wisdom Another bit I allowed under politics lite was the one time addition of another 16 squares of floor space as either an extra 4x4 room or a 2x8 porch. The wedding gift kept decided which one of the two it was going to be. Deborah became an adult the day she and Clark paired off. It was an additional three days after before they had a grill to cook with. Under the house is extra storage. With the upstairs still unfinished there's no place for the simlets to sleep. Almost finished. There was a moment of panic. He showed up the day the upstairs was finished and the first bunk bed was acquired. The burglar was at the door set to walk inside, and then vanished. Mentally I storied it as the burglar taking pity and not wanting to get beat up, Clark is at level 8 athletic skill. It takes a lot of micro maintenance to keep the kids from working on their home work. It took a few days to complete that last bit of charisma skill, but completed it was. Which in turn completed the Politics Lite clear. The only other bonus not already granted for the lite clear is that should Deborah be inclined a wild horse may be adopted. However at least one horse riding skill point is required, no way to learn the skill so that will most likely not be used. Besides the town build up, Deborah is the only one who gets to directly benefit from the lite lift. The twins aged up shortly after Deborah completed all of the goals set for her. There were several days of all five simlets going to school at the same time. I find it semi odd and ironic that all the townies who live right by the school take taxis to school. All five simlets, by age. Monroe, after teen transition. The possible heirs; Cormac and Isa. One has the evil trait, which will be the root used to cover, why the heir moves to a new lot. Twins Deidre and Wisdom I think their blue eye's come from Clancy, Deborah's dad. The pale blond hair does. From here game play focus will be on getting Clark cleared, currently athletic skill level 8, and career level 6. As well as getting the simlets grown & skilled. Now that they have three bunk beds I can get an easel. Final note: I'll be adjusting story progressions settings to ban npc's from moving into town and becoming townie's. I'm learning that a piece of problematic coding that was in ts2 might also be part of s3, which is why worlds eventually become corrupt after moving npc's into empty homes or active families. It's why I stacked the odds with a bunch of single guys for Deborah to choose from. I won't be able to do that for gen5, so fingers are crossed. Although the town is full so hopefully the current ongoing baby boom will give gen 5 good odds. Ps,
When I moved Deborah to the new world I swapped one of the handicaps. I ditched greedy gangsters (two mob pay day's) for fear the reaper (sims must die of old age). This was essential since Deborah didn't have income for 11 days.
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While pulling clothes from between the floor boards a bike was found. The park is the place to be. (While technically Deborah should not be interacting with paparazzi, I sometimes fudge the rule for the purpose of meeting 25 people. Especially if a town isn't populated yet. She doesn't get to call them on communications day.) Erm .... really ... didn't even leave a number to call. Mail is running. (The paparazzi guy with the tricorner hat sent Deborah wall plates valued at 1500. She traded them for a ladder, some wall boards, floor planks, a regular chair, and an end table over several days. Trade and barter for early on seems like a good option. Although all the leftovers went poof on the next bill day as mafia payment. Starting bills were 18, current is 24.) Communications day's along with full moon days, are days to stay home from the park and call people. (I've figured out that the fastest way to make a friend is to call that person or that person plus one other on rotation about 5 or 6 times in a row.) The main part of town is growing. Only a few buildings are actually occupied. I'm letting nraas story progression handle the filling of lots. The loop where the homes are being placed only has 9 residential lots. The commercial lot in front will become the school site. The chamber pot keeps clogging. Which leads to a handy challenge completion. I'm also going to point out that the snow looks textured due to the floral ground cover. Could have sworn I grabbed a screen of the completion of the celebrity skill challenge. The park gets a small make over from the community. The nine lot loop, plus an empty residential outside of town have houses. I might have not gotten my season's set as I meant too, this has been fixed. Deborah has 11 friends, 1 became an elder a few days before the 10th lot was built. That friend has to be dropped from the call rotation. Deborah has 4 to 6 days until she becomes an adult, time to get her a spouse. In addition to city hall and the school, the gypsy caravan has been added along with a mausoleum. Still need to add the business building. I wasn't in a build mood when city hall was placed which is why I just used the sunlit tides building instead of hiding the lunar lakes rh in a basement as planned, with a meeting space and office above.
Home was crowded. Mom kept having babies. Was at the park and heard about a group that was going to try to get to a place called mount holbston. Supposed to be better. Supposed to not be a shanty community. Dad caught up to me. To late to get off boat and take me back. Boat sank. Dad did not make it. Trail to shack I found visible from beach. Not a lot inside. Rocking chair, typewriter, mirror, bowl for toilet, wash basin, rusted fridge, candles. door, broken, does not close. Do not know what rusted metal is. I keep away. I stay out of sight of people. Mom always said unsafe for teens alone. I worry what will happen if found. Woman who helped me get out of the water calls. I lie. I say dad is okay and out. One day wake up feeling different. I realize it's transition day. I realize I like dogs.
Determined to get people to stay to grow town. I've moved Deborah, the generation 4 heir to a new world. Deborah is living under fresh apoc start rules, I've already rolled her career - Politics (yay!!!), she however doesn't get to start until she becomes a young adult. She has 11 sim days of isolation ahead of her. Three of which will be summer, then 25 winter. Once the second year starts I'll be readjusting winter to 28 days. I have found that when changing the number of seasons available, that waiting for the new year helps cut down on the holiday slide & glitch that can happen. I'll be posting more note recaps than actual story for Deborah The Forrest family may or may not continue after Deborah. It all depends on if she can clear a skills version of politics and get city hall built. One of the things I realized with the original save was that for different careers that used the exact same metrics or nearly identical metrics; athletics, forensics, super spy/espionage, military, and so on; was that I should have clustered them as groups so that once one sim cleared the initial lite skills only version of the track all of the others would be considered cleared too. That would have sped up the build up of the original world. Which would have meant that gen 3 or gen 4 could have started on the proper clears. Another critical error I made was letting Brandon duplicate the skills from naturalist for science. I should have had him or Julio do a clear with the metrics for the ark builder life time wish. This is another change I'm bringing to Deborah's reboot is career and ltw will semi match. Because I rolled politics for Deborah she will be assigned the super popular ltw. Took a bit but discovered the hidden activity rugs on the ground floor of the original Forrest home. Those pesky nuisances are most likely why my daycare provider had problems with kids being able to enter the house and got their license pulled at level 4. If you look at the map above there is a rusty red roof near the waterfall and river in the upper corner of the world. That is Deborah's 8x8 deserted shack to start in. Generation 5 may or may not move into the, currently empty, 30x30 lot next to the shack. The world has 71 empty lots, about 26 (if I counted right) are residential. Deborah Forrest - mom Buttercup Forrest, dad Clark (Snow) Forrest. Traits: Insane, genius, unlucky, loves the cold, unknown. Her green eyes have come down from Julio Forrest, and her pale blond hair comes from the Snow family. Goals for Deborah Clear Politics Lite and build City Hall Level 10 Charisma Skill and clear these challenges
Because sims 3 game mechanics do not allow a teen to start out on their own Clark was moved with Deborah, as implied at the end of Cassandra's post.
His fate was quick. (tce used) |
Founder - Jullio Forrest
Generation 3 - Cassandra
Generation 4 - Deborah
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