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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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 |