In part 4 I'm wrapping up the 3 to 4 experience of the rules, and will post a summary of the rules and what if any changes need to be adjusted from 3 to 4. As you'll notice I finally figured out how to get the ui images to show back up on in game pictures. Kaylee would make about 1 to 3 bouquets per day while Baylee was off at school, which helped to build the second bedroom upstairs so the downstairs room could be converted to a greenhouse. Which if your sim is going to need to rely on flowers for their income makes sense to do with seasons installed. Outside of the beds, the majority of decor, furnishings, wall finishes, and flooring were all on the low end. The observant simmer will notice that there has not been any mood enhancing objects on the lot for the entire run through. That was on purpose, to see how the sims would handle the challenge on their own without boosts, unless they boosted themselves through activity. Kaylee finally had enough money for the camping trip she'd been wanting to go on since day 1. Baylee was supposed to be with them, but I forgot how 4 does not always take the whole house on the trip, which is like 3, but unlike 3 you can have a sim left at home join you later on. Which gave Kaylee a few days alone with her special guy. Which yay, 4 brought back a ts2 feature, you can take friends on trips with you. For the duration of the trip her friend had an uncomfortable moodlet, which prevented them from advancing beyond a certain point in their relationship, and I could not figure out why. Within a sim hour of getting home Kaylee got a notification that he had died of old age .... augh! No wonder he couldn't get comfortable, she'd interrupted his appointment with grimmie. Which also killed all my further goals and plans, so even though her bedroom wasn't completely finished I was done. You can find the Stewarts and their home on the gallery. Yes the pictures are the gallery pictures. It was the best way to show the final enclosures on the ground floor. Rules Summary With Notes All rules in bold are Simmer SamelaRita's original rules, anything in red italic are my notes and recommendations for adjustments for the different mechanics. What’s a renovacy? And who might like it? It’s a renovation-legacy. The aim is to renovate the dilapidated living quarters your sims have found themselves in. Before the youngest child becomes an adult. The rules are simple.
Children have to be grade A students as soon as possible, and stay on the honour roll. You don’t want social services investigating your home life, and seeing the state of your home. Family relationships have to be good too, for the same reason – if they start off poor, then you have to improve them as a priority. The renovating rules.
For people who like scoring things, you can score the rooms: add up the points on the furniture for environment, energy, comfort, fun and stress relief. Hunger, bladder and hygiene don’t count. A total of 10 gives you a level 1 room, 20 a level 2 and so on. Garden area: if there are plants here that you want to get rid of, you can sell them, but you can only spend the money on fences or walls or other plants. The goal for the garden is to have it fenced and gated (to keep the children safe). You can score a garden like the rooms though, by adding things to it. Who might like it?
Building rules.
Creating a family rules.
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As I noted in part 2, once you get past the first week or so of collecting and decide if your sim is going to continue living off findable items or start selling home made goods (painting, wood crafts, yard sale table, flowers, ?other) the challenge pretty much falls in line with the sims 3 rules very easily. As you might have guessed Kaylee did meet someone she liked rather a lot, friendship level shoots up fast if sims are compatible in 4. I however did not take them to the move in level, because I wanted to avoid the sudden influx of income which would pretty much kill the challenge. If anyone had noticed in post 2 I didn't allow the sims to travel until the exterior walls were up, even if the interior wasn't. My logic was this: Even if just down the road you would notice if someone is snooping around your lot. Even though there are no burglars or repo persons in 4. They made a wished for trip to the library, and Baylee got invited to a friends house in the city. Which is pretty much the extent of the traveling they did early on, as I'm not a big fan of the loading screen. It cut's my game time down, which is why I still prefer s3. So even though yes in 4 you can switch between sims who aren't at home, they don't continue the activity after you switch like in 3, and you have to deal with the constant loading screen even if the buildings are next to each other. :( Back to progress on the house. Like I noted in post 2, the flower station is quite the income earner. Especially when you stick to making arrangements from flowers you picked for free. I had maybe one low quality bouquet sell for the cost of the flowers out of the entire time she made floral arrangements. I was hoping for at minimum level 5 out of 10 on each child skill, which is part of why they got the computer. Baylee frequently drifted to her art table on her own. Kaylee's bed was the only item upgraded in terms of comfort at this time. (Yes, I totally forgot to put a railing on the stair case.) I tried to balance together time with income earning activities. The feast holiday and the gift of seeds from happy gnomes, was quite the pleasant surprise. Outside of one cleaning holiday (no gnomes on that day), I did not alter the holiday events on the seasons calendar since I hadn't played beyond one season yet since getting seasons and pets. Given the original set of rules doesn't factor for holidays with gift giving gnomes, I'm going to suggest that if/when altering the events on the calendar (1) be careful as there are no presets to default back to if you erase something you wanted to keep (2) no stacking the calendar with gnome days, try to keep it on pare with what's already on the default calendar. Somehow I managed to not get a good picture of Baylee's transition from child to teen. There was cake, and yes Bella Goth was one of the guests. Yes, seasonal decor got left up, long after the holiday was over. With seasons, if you want certain plants year round you will have to move them inside in planters, otherwise they are only available to harvest, and tend, during their specified season. Patchy is another nice addition, not only will he help out around the house, you can find random seed packets in his pockets, and improve gardening skill by discussing gardening with him. I think Baylee used the microscope once after wishing for it. (insert eyeroll and sarcastic comment about typical kids here. ;) ) Just like 3, 4 defaults to summer like appearance when in build/buy mode. Yes with Baylee's room upstairs and the one bath downstairs I could have focused in another direction, but I had a very specific direction I wanted the house to go in. A couple of key notes here:
That's pretty close to where I left off for those days of play.
The final bit's should be covered in part 4. As I previously noted for the renovacy to work as the challenge intended* it's best to start with a floor plan or unpainted walls. For the second run I used the Stewarts and the same challenge plan from Simmer Bree. It should be noted that for the first sim week or two, no lot traits where added to the lot. In the sims 4 it turns out that donations to charity are tied to charisma level & the computer, no wonder I couldn't find it. "Just in case someone finds this later on... It shows up on the computer after level 3 of charisma. " *The renovating rules. All flooring and walls have to be papered over – you can’t sell the floor or wall covering that’s already there. You can repaint things to make them look better, but you have to pay 25 simoleons for everything you paint – make a donation on the mailbox. After spending some time Baylee it was time for Kaylee to get down to work and start finding collectibles. If you're lucky your sim will find two frogs for breeding on day one. Not bad for a first day. Not shown is a small bit of roof that stretches over the space between the two wall panels. To feed the hungery Baylee, Kaylee pulls out food and sets it on the floor. By day three she's collected enough to get a toilet, a potty chair, and an adult bed. The first two nights were spent sleeping on a nearby park bench. As long as you don't travel the game mechanics really don't care that a toddler is unsupervised on the home lot. Kaylee fished the sim cube out of the river. With no visitors on the lot, your sim won't care if the toddler watches the parent bathe, and odly the single wall panel creates a false sense of 'no one can see me'. Kaylee rolled a wish for a crafting station, and the flower station was part of the big sell for seasons for me, that and not always static nice weather. With some expensive frogs to breed in her backpack, and flower arrangements bringing in a very pretty penny. Kaylee can take a moment to focus on Baylee's skills. The goal is to have all 5 toddler skills maxed at level 5 before her birthday. By the end of the 1st week start of the second, the exterior is 100% walled in. The Stewarts may now travel away from their neighbor hood. The only hiccup encountered during that time, was I missed maxing all of the toddler skills, and Baylee transitioned from tot to child before I could make a cake. Even though, I missed one of the 5 skills by half a skill point, I went ahead and added the "Child's Play" trait to the lot. At this point I also added the "Good Soil" and "Homey" traits. They go check out the warf area it's got a big play area in the community section without additional traveling. A perk of the pets ep is npc pets will dig up collectibles and leave them lying around for your sim to collect, Everything is moving along nicely at this point. In 4 lightening will create random crystals where it strikes. Can we talk about how much I Love! the new adjustable stairs that got patched into the base game when realm of magic came out. In 4 I also how easy it is to work with the roof when adding additional levels, and rooms. "Your aim is for everyone to have their own bedroom (spouses can share, and babies or toddlers can go in with someone else), with a bed, curtains, bedside table, lamp and dresser or desk or toybox." As you can see at this stage, their working on adding a second bedroom by going up. This is pretty much where I left off in the game for the first round of game play. These next two pics are out of order in the folder, blip, which is why the house suddenly looks unfinished.
Picking free flowers and then selling bouquets for 50 & up makes the expense of the bench well worth it. Over the course of the challenge Kaylee's skill got to where some of the bouquets she sold went for well over 1,000 simoleans. Way better than the money cheats. ;) For the other picture, sadly I don't have any good ones from the toddler perspective, I'm enjoying how they animated a child's view when toddler's and children are being imaginative. |
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June 2020
Mama Dragon
50s mother and grandmother, who also enjoys sims, writing, and creating. Along with analytical breakdown of why and how things work. Murkland Challenge 1 Goals:
Grow 16 trash plants from scratch: 7/16 Evolve all 16 trash plants to the perfect level: 0/16 Aspiration “Friend of the World”: 3/4 Save at least $15,000: $288/$15,000 |