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- General - Stupid questions.
Posts: 304
The mood lamp also changes the skin colour of Sims temporarily, like the jellybeans, and it can cure zombies. |
OH! That explains why my sim while "under the influence" couldn't use a mirror. It threw a error about him being "transformed" which had me flabbergasted as he's just human.
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P.S. Sorry for my bad english.
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If I want inactive sims to visit my edited World of Wonder lot and the lot I placed roller coaster set from store on more, should I set it to hangout, big park or recreation park? Or maybe something entirely different? |
Hangout gets the most sims, if that is your goal.
My question, how can I keep deer from eating plants on a community lot? I know Pets came with gnomes who hold signs to keep out wildlife, but do they work, especially on community lots?
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(...) My question, how can I keep deer from eating plants on a community lot? I know Pets came with gnomes who hold signs to keep out wildlife, but do they work, especially on community lots? |
Your only chances, I believe, are to either rebuild the lot such that deer cannot reach the plants (fences or raise the ground to make the plants unroutable for four-leggeds) or use a mod that turns autonomous plant eating by horses and deer off.
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Another community lot plant question: Do zombies eat plants on community lots, or only residential lots?
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ETA: And just before you ask the next two questions: no, fences won't keep zombies away, and, yes, sand terrain paint will encourage Sims to autonomously play in the sand and build sandcastles.
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If you use NRAAS story progression, you can create a Zombie Class, set it for automatic on the Zombie sim type, and then set the lot to keep the Zombie class off the lot. I've not seen any zombies on the lot when I did this, but Don's saying the plants come back at 5 AM makes me wonder if they were on the lot and the plants just recovered.
Sims are better than us.
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( Join my dumb Discord server if you're into the whole procrastination thing. But like, maybe tomorrow. )
Posts: 103
Okay, here's a stupid question: Can Sims in non-active households die of low needs? I let my game run for 10-12 in game hours just now but the world I'm in isn't meant for regular gameplay, so many Sims will not have access to fridges. Some are in closed-off buildings or basements and need to be let out manually. I don't seem to have lost anyone, but I want to be 100% sure before I continue. |
Good question, I'd actually like to know that myself. I'm gonna see if I can test that.
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Is there a way for my active to woohoo with an alien? After she was abducted by aliens three times she now has the want to woohoo with an alien. Is that possible and if so how? |
Yes, but that would be on your own turf not up in space (off screen) probing them back with their own laboratory equipment. If you can get them to visit or hang out with you, romancing or seducing aliens becomes the same as with any other sim.
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The Receptacle still lives!
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So I'm not sure if it happened when I upgraded from 1.63 to 1.67, or when I installed the story progression mod, since I did both of those things around the same time. But lately my sims have bee completely ignoring the fact that their free will is supposed to be off. I have set to "off" in the game's settings. But they still walk around doing stuff anyway. This normally wouldn't be an issue since it's also been letting them have conversations on their own. But some of my sims are also kinda obsessed with certain objects. For example, in one of my households, the mom is obsessed with the deep fryer. Every time I take my eyes off of her she's using the damn thing and eating. Then I got another household where the whole family is obsessed with lounging in the pool. |
If you want these sims to have no needs to be fulfilled (possibly more than what you had in mind), you could use SP to put them into Stasis. Or you could try MasterController Resetting them and then saving and reloading the game to see if the preferred changes in autonomy take effect.
Am not aware of any massive changes between 1.63 and 1.67 that would cause such behavioral differences. Not really sure why SP alone would be the culprit either, but my sims never stand still doing nothing for very long either unless my game session is overwhelmed or I've given them an idle animation to keep looping through on purpose using NRaas Animator.
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So I'm not sure if it happened when I upgraded from 1.63 to 1.67, or when I installed the story progression mod, since I did both of those things around the same time. But lately my sims have bee completely ignoring the fact that their free will is supposed to be off. I have set to "off" in the game's settings. But they still walk around doing stuff anyway. This normally wouldn't be an issue since it's also been letting them have conversations on their own. But some of my sims are also kinda obsessed with certain objects. For example, in one of my households, the mom is obsessed with the deep fryer. Every time I take my eyes off of her she's using the damn thing and eating. Then I got another household where the whole family is obsessed with lounging in the pool. |
I've noticed that sims are obsessed with the deep fryer and the diving board. I used retuner (you have to enable the object menu in its settings first) to click on them and turn off autonomous use and/or lower the advertised outputs for those items.
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( Join my dumb Discord server if you're into the whole procrastination thing. But like, maybe tomorrow. )
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I might one day finish my Zanes Hollow project, but I wouldn't hold my breath. Until then, you can see what I'm up to on my Simblr!
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What happens when you delete the university world file from your saved game file? I want to reset the university world. |
All of the sims who were in the world at the time as you and your sims knew them will be gone. The next time you travel/enroll a sim there, a fresh instance of the world will spawn. Its sims will be the exact same ones you saw the first time, not progressed and the same ages they were originally. Which could be a little unsettling at first if you are playing the original version of one of them (or their descendants) or had moved any of them to homeworlds since then. Any changes you made to the world itself will of course also be gone.
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Posts: 553
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If you allow Origin to touch your game, you can count on having problems at some point. Check out the help section to see what I mean. Just sayin'. Playing from disc doesn't guarantee that you'll never have a problem, but by keeping Origin out of the picture, it makes problem solving easier as it is one less thing to deal with. |
Thanks for the advice I'll check it out
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Do female aliens that are born always have green hair? I have a mod that lets female Sims get pregnant from being abducted. My active sim got abducted many times and gave birth to two daughters from her abductions. The oldest is a teen with green hair, and it looks like the toddler daughter will also have green hair. Do aliens ever have the hair of their human parent or always green? |
Alien babies formed by abduction do not have a human biological parent. The human is used as a surrogate and their genetics are not involved. Alien babies formed by woohooing and making babies with aliens the more usual way (on this planet) will stand to have genetics from either or both parents.
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