Itlandm's Sims — LiveJournal
|Jan. 5th, 2018 12:12 am Sustained happiness|
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With the magical happiness from the Dusty Old Lamp and 10 days of euphoria for graduating from Uni, our friend Brandum Brown can do pretty much whatever he wants while the lifetime happiness points are rushing in. Part of the time is spent painting, which is his new career. But he needs to be careful to not maximize his skill too early. His lifetime want is Renaissance Sim, maxing three skills, and he already maxed two at Uni.
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|Jan. 2nd, 2018 10:41 pm Genies, not genius|
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Im in ur bar, drinkin ur drinks!
Seriously, this is what the genie does when released from its lamp. She does not even stop to say hi to the guy who let her out, let alone "thank you". Instead she makes a beeline for the bar. Admittedly, Brandum Brown has become pretty good at mixing drinks, and his fellow students also prefer them over food.
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|Jan. 1st, 2018 08:56 pm Mixology and dangerous dreams|
Mixology, from the "Late Night" expansion, allows you to created a limited number of mood boosting drinks. You can not actually mix these again to get multiple effects, but you can drink them one after another and the effects will stack. The effects are:
-Faster skill learning
-More successful romantic interactions
-Remove some negative moodlets (possibly only romantic rejection - I have tried various others with no effect)
-Stay awake longer (only reduces energy loss once energy becomes low enough to normally give "tired" moodlets, not quite as effective as coffee beans)
-Crazy: fun bar slowly fills itself over time and the sim gets the "extreme" adjective added to ordinary actions just like with the Daredevil trait. This may sometimes become permanent (but the fun not).
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Current Mood: accomplished2 comments - Leave a comment
|Jan. 1st, 2018 02:05 am Things get hairy|
Despite the increased course load, Brandum Brown finds time to enjoy himself! (Not really, this was on arrival night, before the academic counter started running.) (Also, she dropped him right after this picture. Perhaps lose some weight, big guy?)
Mr Brown is back to university for his second semester. Given how easy it was the first time, he has increased his courseload to double. (Don't try this in Real Life, if you are stupid! On the other hand, if you were stupid, you would not have found this site in the first place, I suppose.)
This year the story gets hairy, ( or should we say furry...Collapse )
Current Mood: accomplished2 comments - Leave a comment
|Dec. 30th, 2017 12:14 am Dumb students (what else is new)|
Happiness through chemistry! Strangely, she got very upset with him right after that. Could she have misunderstood something? ^_^
Brandum Brown is at University, and there he is likely to stay for a long while. But not longer than other students I send there. ( University is a great placeCollapse )
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|Dec. 28th, 2017 12:41 am Now new and even dumber!|
Wall removed to show Maximus McDermott in the background watering the Brown plants. Becase the McDermotts are farmers, they can't help themselves when they see plants suffering, evidently?
Lacking an earlier savegame, I decided to reboot with another dummy. This time it will be no fairies or vampires. Not only do they learn fast, they also live five times longer than other sims with no extra effort. Brandum Brown will have to work for his longevity, and every precious skill he gets.
( Luckily he has me!Collapse )
Current Location: Riverview2 comments - Leave a comment
Current Mood: amused
|Dec. 26th, 2017 11:34 pm Sims 3 dummies for dummies|
Any similarity to the author's normal avatars is entirely coincidental. No seriously. Like pressing the random button. This amuses me.
I realized that all my sims in Sims 3 tend to have mostly good and useful traits right from the start. When my sims raise kids, they always raise them well so they can pick good and useful traits. If they adopt a baby that has a bad trait or two, the kid grows up in constant happiness and soon gets enough lifetime happiness to change traits (through the oddly named Midlife Crisis, which is entirely unrelated to the actual midlife crisis that I belive was introduced with the Generations expansion.)
Enter Randon Dumey, a random dummy with the traits Absent-minded, Couch potato, Loser, Stupid. He started as a teen, because high school is a slog even for the gifted in Sims 3. I did not make him this way to enjoy watching his misery, but to prove to myself that even the disadvantages can acheive greatness if they follow the guidance of their higher-dimensional guiding spirit. (And have enough expansion packs, I guess. But the fairy tail only started after he finished his mandatory two weeks of high school. Even then it was seriously overkill and I wish I had a savegame from before it.)
The real poison was the Stupid trait: It made homework take more time than was availabble. Literally: Even when I got the MultiTab 6000 which makes schoolwork fun (and also several skills), there simply was not enough time to go to school, eat, pee, sleep and do homework. Not even when doing delayed homework at school. I found two solutions to this. First, coffee beans from University Life. They give a 3 hour joyful moodlet which also reduces energy loss to almost nothing for the duration. This means you can cut into your sleep requirements (but they don't last through a schoolday so get some sleep in the morning). The extra happiness let you save up for the 10 000 point MultiTasker lifetime reward, which lets you do homework faster (and also improves work performance, supposedly). The effect on homework was enough that I now could do them each day and still have some time left, although it did not fully negate the Stupid effect.
If you don't have University Life, you can cut down on sleep time with other expansion packs:
--Late Night: Mixology, energy drink. (But this takes a lot of practice, especially if you are stupid. Best used if there is a non-stupid person in the household, if you want to have it before the teen grows up.) Gives a mood boost and reduces energy loss, but not quite as much as coffee beans. On the other hand you don't get a negative moodlet after it expires. It grows more effective the more you practice making it, but again not the best for a single teen.
--Generations: Chemistry, sleep potion. It lets you sleep much more efficiently, a couple hours each night is enough. Again, this may take some time to get to.
--Supernatural: Alchemy, Invigorating Elixir. Requires wolfsbane. No joy moodlet, but gives a small amount of energy and freezes energy loss for 6 hours. I have gotten the recipe at the beginning or near the end, rarely if ever in the middle.
--Into the Future has a good number of synthetic drinks, I am not sure if any of these are useful for happiness (beyond Sugar Rush) or sleep reduction. By the time I got the last expansion pack, I was kind of loaded with mood boosters.
Skills: Logic is the most affected by stupidity, after a couple levels it starts taking sim-days to learn. Farming seems to be the least affected, so little that I am not sure whether it is slowed at all. (Perhaps in refernce to the stereotype of stupid farmers?) This allowed me to actually have lifefruit before I finished high school. In teens, eating lifefruit allows them to continue in high school longer, great if you had bad grades for the first week but still want to choose your adult trait. (I picked Eco-friendly, going with the gardener / farmer theme. Loves the outdoors is also good if you want to live by farming, fishing, and collecting (the latter is not a skill but still a good source of income, espeically if you have the collection helper or a macro like Awesomemod's from More Awesome Than You.)
--Late Night: Mixology, skill booster. It is the second standard drink, gives a mood boost and improves learning all skills by a modest amount.
--Supernatural: Alchemy, skill booster, gives a random increase to some skill, possibly one you have not started yet. Can be boosted by mixology skill booster for a larger gain. Vial of Enlightenment: Gives a similar random skill boost but you have to sleep / nap for it to take effect. Potent versions of them give more skill gain, half a level for the skill booster. I have not tried these with stupidity to see if they are reduced.
--Supernatural: Fairy has two auras that boost skill and can be used to counteract stupidity. One boosts art (painting, music, sculpture, writing, cooking) and one boosts body and mind (logic, athletics, martial arts,charisma, handiness, possibly science and future tech).
--Superntural: Vampire automatically learns all skills much faster during nighttime. Includes teens. Not tested if this affects homework speed.
Of course, you could just let your stupid sims remain stupid and watch them go about their stupid lives. But we get enough of that in real life, don't we? ^_^
Current Location: Sunset Valley1 comment - Leave a comment
Current Mood: curious
|Oct. 16th, 2016 12:32 am Hungry plantsims and demotivational mobiles|
OK, I guess it's been a while since last I posted, since Semagic wasn't even on my computer - and this is not my newest computer. -_-Leave a comment
Anyway, my current household had raised a plantsim to teenager, now he wanted to learn to drive. His mother is ecological so she only had a broom, but she wanted to help him learn to drive, so used some of her treasure trove of lifetime happiness to buy a motive mobile, instead of buying one for money. (After all, Tale is a fairy, so she had already lived some generations, and those happiness points just keep rolling in.) It seemed like a great idea. Until, the next schoolday, the plantsim became hungry.
If you googled for "hungry plantsim" to get here, you probably know that plantsims should not have huger or bladder motives. They are blotted out by some kind of vegetation in their motive panel. But he definitely got the moodlets and eventually helped himself on both those things. Yeah, it is the motive mobile. The thing was evidently never recoded for plantsims, so it changes the value of their hunger and bladder variables, which are preset to a dummy value to signal that they are not in use.
It is not a big deal, as junior inherited the motive mobile, and using it will fix his motives right quick. But if you ever plan to have a plantbaby, get rid of the Motive Mobile first. If it is too late for that, you may try selling it and using the cheat code Resetsim (firstname) (lastname) to try to reset them. Or give them the mobile, as I did. It is hideously overpowered, maxing motives even during a short trip, but at least in this case there is some degree of justice in it.
|Jul. 6th, 2015 12:20 am Sims 3: Weird circus music following my sim|
I've run into this a few times, and in the past I have solved it by quitting without saving and starting from before the weirdness began. But this time I had already saved the game, so I decided to find some other way to solve it.5 comments - Leave a comment
This is a bug where for some unknown reason there starts to play an irritating circus type music, I believe it is one used in the Showtime performances, although I suppose it could be others if you don't have that expansion. It is not the ghost hunter music that sometimes keeps playing all night long in a place it shouldn't, or the computer game music that also sometimes plays at times and places where it shouldn't be. Unlike these, this is tied to one particular family member and follows her wherever she goes. If you zoom in close, the music gets stronger, like she is a walking stereo.
I solved it by sending her to University and back. For those who don't have that expansion, I would guess that the tourist destinations would do, and probably the city of the future. Perhaps you can also solve it by moving to another house, certainly to another neighborhood (but that will wipe all your relationship outside the household). Resetsim and Fixall (from Awesomemod) did not work though.
Posting this in case some unlucky soul doesn't find it out on their own. ^_^
|Mar. 4th, 2015 11:49 pm Ridiculously overpowered fairies strike again|
I recently discovered that fairies are even way more overpowered than I thought, and I thought they were ridiculously overpowered. Not only do they have 5 times normal lifespan, can move faster than other sims, can restore their fun bar in a few clicks by doing "I can fly!" acrobatics, can get mood boost or skill speed boost with auras, they also can make plants grow up in matter of minutes (and improve the quality at the same time, with a little practice). Well, turns out they also don't need kitchens or beds (or cribs for toddlers): Just buy a cheap Fairy House and a whole family of fairies can sleep there, as well as drink pollen punch which gives a nice mood boost (although not better than a good meal). Toddlers can also eat and sleep there on their own, so you can safely ignore their food and sleep needs.
I wish I knew this back when I did the Great Fairy Family Experiment, a.k.a. the family tree that became a family bush that became a family moss carpet.
All of these beds and a number of cribs could have been replaced with a small cheap fairy house in the corner of the ground floor.
But at least they still need the potty! That's a human trait.
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