[SulSul] Sims rebuild tips: starting from scratch pt.1
What's up, everyone? I hope you all are doing well 💚 First off, make a backup of your save file. [I used MCC center to remove all sims] I just deleted every household in my game, including my own. Once you save, the game resets things behind the scenes, so the main menu will just generate a random household for you [to jump into next time you play.] Don't delete it. Just reload your save to proceed with removing the lots in the worlds. [Currently, I have 28 active.] When it comes to removing the lots, please be patient, take breaks, and don't forget to stay hydrated. Clearing out lots can take a while, especially with the loading screens going back and forth between Build Mode and the world map. [I started yesterday morning and just finished three hours ago]. ⚠️ ATTENTION HERE I noticed that whenever that icon stays on the map, the game blocks you from clicking 'Manage Worlds.' At first, I fixed it by converting the lot from a community lot (like a gym or museum) to a residential one. At this point, you'll go to the main menu, load up your latest save, and you can get right back to removing the lots. More info in part two. SulSul and Happy Simming, DanicuordiroseDanicuordirose5 hours agoSeasoned Vanguard13Views2likes0Comments💓 The Hooked on Hank Challenge 💓
❓Do you think gameplay challenges are too long? Do you have limited time to play? Want some easy structure to your gameplay to give you a little direction? Do you love chaos in your game? Here's one for you to try! ❓ 💜 The Hooked on Hank Challenge 💜 Think the 100 Baby Challenge … but Hank has decided that five nooboos is plenty ... Probably. Meet Hank Hunk — your handsome, homebody patriarch with one goal: father 5 nooboos with 5 different female Sims while keeping his household, finances, and sanity mostly intact *(see images)* 🎯 The Goal Hank must father 5 nooboos. That’s it. Five tiny Sims. Five mothers. One increasingly exhausted Hank! 📜 The Rules • Hank is the *ONLY* Sim allowed to care for the nooboos. Feeding, bathing, changing diapers, comforting, teaching and all the other adorable chaos? Hank's problem. • Once a female Sim becomes pregnant, she may move in with Hank temporarily until the baby is born. • Hank cannot have a traditional career or job that takes him away from home. He needs to be there for his nooboos! • Hank's income must come from **ONE** home-based income category of your choice, such as gardening, painting, writing, crafting, etc. Pick your hustle and stick with it. *The one exception:* when a pregnant female moves in, you may transfer any or all of her household's funds to Hank's household. • You may also collect income from the pregnant Sim's existing job/career while she is pregnant and living in Hank's home. After she leaves, that free ride on the gravy train is over! • All nooboos shall need to be named with last name as Hunk, first name beginning with an H. • Once the nooboo is born, the mother must leave Hank's household immediately. The baby (or babies) stays with Hank. • How the mother leaves is entirely up to you. She can move out peacefully, disappear mysteriously, or suffer an unfortunate case of "Hank's Problem Has Been Solved." 😇 • Repeat until Hank has successfully fathered 5 nooboos. 🏆 Challenge Complete! You win when Hank has 5 living nooboos under his roof. Bragging rights for: Keeping Hank alive. Keeping the house reasonably clean. Having enough beds for everyone. Having an alien baby. Not letting Hank become completely feral. Earning the "Top Notch Infant and/or Toddler trait". Actually remembering which baby belongs to which mother. Five nooboos. One Hank. Zero excuses. Good luck and may your diapers be plentiful and your Hank be exceptionally hunky! 📸 Show Us Your Hank! Care to share your escapades on social media? Please tag #HankHunk so everyone playing can see your fun screenshots! You can also share your chaotic adventures with Hank and his nooboos here in this thread. I'd love to see! Want to create your own version of Hank? Share using the same tag in The Sims 4 gallery. Don't have time to get into CAS? Browse the gallery and see all the Hank Hunks our G Stream Team has created. Search #HankHunk in The Sims 4 Gallery and shop the Hanks!51Views3likes5CommentsCreek Tales - A Pack Legacy Challenge (updated 10/ 10)
When Maxis introduced the option of turning packs off and on in game, I was wildly tempted to create a Pack Legacy Challenge for the game. Of course, someone else already did, but as usual, I'm all about creating my own rules based on my own playing style and play badly when others dictate my game, which of course means I'll make the rules up as I go, still there are a few basics. Basic guidelines I intend follow: I will start with an entirely base game family, the Creek-family (introduced below). They (including the kids) are generation 1 of this challenge. With every new generation at least one new pack (EP, GP, SP or Kit) will be unlocked. That generation then has to truly explore that pack, meaning jobs, looks, decorations, aspirations, traits, skills even deaths should be explored to the fullest by the sims born in that generation. The exception is seasons, which will be unlocked as the oldest child of gen 1, Willow, ages up to a teen. Which pack that will be unlocked will depend on the first trait given to the first child in the next generation (so a family orientated child will unlock parenthood or growing together, depending on which have been unlocked before). Some traits only unlock kits. In that case the second trait given to a child of that generation will unlock a pack. Some kits will also be unlocked with a specific pack if it feels like a good combination, like country kitchen with cottage living or industrial loft with city living. And some rules (yes, even I have a few rules): All traits are to be given randomly, with the exceptions being that a sim of a new generation MUST take traits of a newly unlocked pack if there are any, randomly if there are several. When every trait of the newly unlocked pack is assigned to a sim in game, randomness for all available traits are allowed. When the first child of the next generation receive their first trait, true randomness applies as that will dictate the next pack to unlock. A new pack is unlocked when the oldest child of a generation ages up to teen. No CC is allowed, a part from the occasional ad-on pack (separations of items already in game, matching chairs to a sofa or more window options). Even add-ons should be kept to a minimum. This is after all about exploring the packs to their fullest. Mods are allowed, but not those that significantly adds gameplay options (such as career-mods, new aspirations, traits or new gameplay). The purpose here is to explore the options of the packs after all. For me, myself, I intend to start out only with BetterBuildBuy and MCCC and try to keep other mods to a minimum (that lasted less than an hour, there are simply too many things I cannot live with in game, but the aim is the same, keep mods to a minimum and no mods that adds gameplay). As for the rest, well that's up in the air still. I plan on starting with aging on normal, but as that is very new to me, I might change that to long instead as I've never managed to live with normal age span before. Either way, adult lifespan will be about twice the usual length for how else are they going to be able to see their kids grow up and have kids of their own? And with that I think it's time to meet our founding family. As with The Whittaker Saga I will write the post in a blog and post the links here. Link: Meet the Creek Family8.6KViews13likes57CommentsDWR's World of Dimness Sims Save Update Oct 9, 2026
Ladies, Gentlemen, and Goodly Folke of all Persuasions Allow me to present my progress on my Occult Heavy, World of Darkness Influenced Save File. I'll probably post an update every two to three weeks, ideally one neighborhood (or in the case of smaller worlds, one world) at a time. All of my households and builds will be available on the gallery under the hashtag #DWRWoDSave, should any of this strike your fancy. Builds and Households go up on the Gallery immediately after I finish them (internet connection permitting.) I will say that I do not limit packs on these builds/makeovers. The whole point of making my own save file is to integrate all the packs I have together. Though once I get to the Simmer Built worlds, those will probably be more mild edits than massive reworks. (The World of Dimness is an old joke from the long ago White Wolf forums about how some people- including myself- didn't play in the World of Darkness setting at the level of darkness the writer's intended.) Index: Willow Creek *Foundry Cove - Posted July 15, 2026 *Courtyard Lane - Posted July 24, 2026 *Pendula View- Posted August 11, 2026 *Sage Estates - Posted August 24, 2026 *Crawdad Quarter - Posted September 1, 2026 Oasis Springs * Bedrock Strait - Posted Sept 14, 2026 * Parched Prospect - Posted Sept 19, 2026 * Desert Bloom - Posted Sept 21, 2026 * Skyward Palms - Posted October 9, 2026 * Aquisition Butte * Mirage Canyon Gonna take a quick break from base game and work on Forgotten Hollow for the rest of October, but we'll be back once I've populated my vampire townDaWaterRat2 days agoSeasoned Ace788Views4likes53CommentsJCGSpark Challenges
Welcome to the JCGSpark Community! Hey everyone, I'm JAY-CAMAROGIRL- (Jay or JCG is fine too!) and I'm so hyped to finally bring my challenge series to the EA Forums. When I'm not neck-deep in Build Mode or creating new stories, I'm a busy SAHM to 3 kiddos and a wife living in Maine. Life is usually a whirlwind of family chaos and cleaning gigs, but The Sims is where I go to relax. As a simmer, I'm all about those deep family dynasties, intricate builds, and finding new ways to tell stories with our pixels. It's been my creative outlet for years, and I love sharing that passion with others✨ What is JCGSpark? I created JCGSpark as a monthly tag to get our community together and just create something cool! I love seeing how everyone interprets a prompt differently. It's honestly one of the best parts of the game for me🖤 Build/CAS Challenges: I like to switch things up! Some months we're focused on floor plans and landscaping. Other months we're diving into CAS to create unique characters and stories. Some are a mix of both! You can choose to build, create a sim, or do both if you're feeling extra inspired! I want everyone to be able to jump in regardless of how they like to play. Stream Showcases: I love celebrating what you all make. I showcase entries live on stream for the JCG Crew so we can all hype each other up and see the talent in our wonderful community🖤 Giveaways: I like to keep things spicy, so I'll sprinkle in giveaways here and there when I'm able to as a thank you for hanging out and participating🖤✨ I'm so excited to see what you all bring to the table. Check the posts below for the current (and past) challenge theme, rules, and to share your entries! ✨🖤Happy Simming🖤✨ Here is a list of the Maker Packs I currently own! I'll be sure to update it as I get more.🖤 JCG Twitch JCG X/Twitter JCG BlueSky JCG Gallery Planet Sims Discord1.1KViews9likes21Comments2 is Better than 1 Challenge
Hi everyone! I do not usually post things like this, but I came up with this challenge for myself to break out of the monotony of how I usually play the Sims! I focused on careers/skills/aspirations I have never or rarely done, and I have been having a lot of fun so I thought I would share. This is the 2 is Better than 1 challenge! My biggest focus in the challenge is making sure I spend as much time with the spouses as the heirs as I tend to neglect them. If anyone decides to do this challenge as well, I would love to hear about it and I hope you have fun with it. Happy Simming! General Rules: Start generation 1 on an empty lot with 1k simoleons. It can be any lot in any world of your choosing. Each generation is required to marry/have a lifelong partner. No money cheats/cheating needs. Each generation has a theme and colors. You can express these however you’d like. For each generation, both the heir and spouse must complete their aspirations and reach the top of their careers. For each generation, both heir and spouse must master 3 skills. Each generation should move to a new house/world, but bring their parents with them. You must have a family graveyard. Generation 1: Gothique House Style: Victorian | Colors: Black, white and gray. Heir Career: Criminal (Boss Suggested) | Spouse Career: Writer. Heir Aspiration: Public Enemy | Spouse Aspiration: Best Selling Author Heir Skills: Mischief, Handiness, Mixology | Spouse Skills: Writing, Piano, Logic Generation 2: City Slicker House Style: Apartment | Colors: Blue, yellow, orange. Heir Career: Civil Design (Civic Planner Suggested) | Spouse Career: Politician Heir Aspiration: Eco Innovator | Spouse Aspiration: Friend of the World Heir Skills: Logic, Charisma, Violin | Spouse Skills: Charisma, Research & Debate, DJ Mixing Generation 3: Flower Child House Style: Eco Friendly | Colors: Brown, yellow, pink. Heir Career: Freelance Programmer | Spouse Career: Mechanical Engineer Heir Aspiration: Inner Peace | Spouse Aspiration: Soulmate Heir Skills: Wellness, Programming, Cross-Stitching | Spouse Skills: Robotics, Handiness, Guitar Generation 4: Outdoorsy House Style: Cottage | Colors: Green, purple, blue. Heir Career: None | Spouse Career: Gardener (Floral Design Suggested) Heir Aspiration: Championship Rider | Spouse Aspiration: Country Caretaker Heir Skills: Riding, Knitting, Nectar Making | Spouse Skills: Gardening, Flower Arranging, Fishing Generation 5: Yummy House Style: Georgian | Colors: Gray, pink, white. Heir Career: Culinary (Mixology Suggested) | Spouse Career: Education (Professor Suggested) Heir Aspiration: Master Mixologist | Spouse Aspiration: Super Parent Heir Skills: Mixology, Cooking, Baking | Spouse Skills: Research & Debate, Logic, Parenting Generation 6: Uppity House Style: Modern | Colors: Black & white Heir Career: Law (Attorney Suggested) | Spouse Career: Doctor Heir & Spouse Aspiration: Fabulously Wealthy Heir Skills: Research & Debate, Charisma, Painting | Logic, Fitness, Handiness Generation 7: Artiste House Style: Brown Stone | Colors: Orange, yellow, green. Heir Career: Painter (Patron of the Arts Suggested) | Spouse Career: Entertainment (Musician Suggested) Heir Aspiration: Painter Extraordinaire | Spouse Aspiration: Musical Genius Heir Skills: Painting, Dancing, Charisma | Spouse Skills: Piano, Violin, Singing Generation 8: Celeb Nation House Style: Spanish | Colors: Orange, blue, white. Heir Career: Actor | Spouse Career: Entertainment (Comedy) Heir Aspiration: Master Actor | Spouse Aspiration: Joke Star Heir Skills: Acting, Fitness, Guitar | Spouse Skills: Comedy, Charisma, Cooking Generation 9: My Daddy OWNS the Lake House Style: Queen Ann Victorian | Colors: Pink, purple, black. Heir Career: Social Media (PR Suggested) | Spouse Career: Athlete Heir Aspiration: Mansion Baron | Spouse Aspiration: Bodybuilder Heir Skills: Mischief, Writing, Charisma | Spouse Skills: Fitness, Wellness, Charisma Generation 10: Free Spirit House Style: Tudor | Colors: Green, purple, black. Heir Career: Any | Spouse Career: Style Influencer Heir Aspiration: Renaissance Sim | Spouse Aspiration: The Curator Heir Skills: Do not master any skills | Spouse Skills: Charisma, Painting, Photographytasharose424 days agoSeasoned Newcomer61Views5likes2CommentsThe Sovereign Hunt (updated 06.10.2026)
Hello. This is a plot-based story thanks to Neighborhood Stories. No prior generation context required. Santino Kang-Summerdream awakens beneath Forgotten Hollow, wearing iron restraints that constrain his fae magic and steadily drain his life force. With no easy way home, Santino must discover how he got there, and why someone went to such trouble to put him in something called the Sovereign Hunt. Index Chapters are written on wordpress. Prologue Starlight Explorers : Part 1 . Part 2 Chapters: 1 - The Red Mist 2 - The Sovereign Hunt 3 - The Overseer 4 - The Summons 5 - The Marionette 6 - The Resident 7 - The Deal 8 - The Mark Shoutout & Creator CreditsOrangeYambles6 days agoSeasoned Hotshot469Views3likes19Comments[Sulsul] Have you ever...?
👗Have you ever deleted all the default families and characters? 🌍Have you ever deleted all the default lots and started over from scratch? I love building, and I love spending time in CAS mode. I'd like to reset my lots and families to zero so I can start all over again. If you've tried this too and feel like it, please share your experience. 👇I'm genuinely curious.🤭Danicuordirose7 days agoSeasoned Vanguard142Views5likes12Comments**Creations by masajo** **Villa Verde**
Hello and welcome to my showcase thread :) Here you will find my creations from The Sims 4, which can be found in the Gallery. My Origin ID is Cevans1962 Gallery Link Facebook Page Twitter Please feel free to leave any comments or feedback. Any advice, suggestions or criticism would be very much appreciated. Thank you for visiting 😀251KViews5likes3626CommentsThe Life of Iris | A StrangerVille Story — From the Beginning
Meet Iris. 🌙 A new home. A new town. No carefully written destiny waiting for her. Iris has just begun a new life in StrangerVille, and I’ve decided to document her journey exactly as it unfolds through gameplay. I’m not creating her entire story beforehand. Her friendships, romances, mistakes, discoveries, successes, strange encounters—and whatever secrets StrangerVille may be hiding—will become the story. Her first hours in town have already brought an unexpected visitor, an interesting conversation over dinner, and signs that life here may become a little stranger than Iris expected. This thread will be her living portfolio: screenshots, milestones, relationships, discoveries and chapters from her life as they actually happen. This is Iris’s story. Let’s see where she takes it.70Views5likes3CommentsPublic Photo Studio
I have fun with in-game photography and decorating with family photos. I wanted to make a public photo studio that all of my sims could access. And I wanted to play around with staging. The empty second floor of the karaoke bar in the Spice Market, Waterside Warble in San Myshuno is perfect! It was large enough. I could take a group there and they could entertain themselves downstairs while I rotated taking photos. I had to add a staircase and a bathroom. Added a thermostat so they can comfortably wear any outfit. There's an entrance door that can be removed to keep the Sims in or out. I have four spots set up - wedding, modern living, the Moschino digital wall and a backdrop. Thru the archway is a styling area and I've used it for photos too. The bathroom is there so they don't have to leave the second floor. There's a stereo where they can dance. Anything to keep them from getting bored or unhappy while waiting. 😄 The lighting colors can be customized - color and intensity. I like using the "stand here" mark and camera tripod outdoors too. The studio gives me more options and different kinds of photos. Sometimes I can capture good candid pics of a Sim on the mark and the photographer Sim using their Inventory camera to - Take A Photo - which lets you take a photo of anything in the view range. I mix it up. I just took toddler twins for the first time. Learned that toddlers will use the "stand here" mark and will wait for the photographer. Toddlers don't have many pose options but it was cute - and it makes them stand in one spot! The game randomly sent one of the twins to Day Care. Their needs were okay. We'd been there awhile and I think they were getting bored. I mention it so you know that it can happen.TA111112 days agoSeasoned Ace83Views2likes6CommentsRavenwood curse
🎃 I finally decided to share this! I wanted a Halloween Sims 4 challenge that felt like an actual horror story, but couldn't find exactly what I was looking for… so I made my own. 😂 The Ravenwood Curse is a 7-generation horror legacy filled with supernatural chaos, family secrets, tragedy, and one mysterious object that follows the family through every generation. I tried to keep the rules simple while leaving room for you to make the story your own. ⚠️ There is a spoiler section at the end for the final twist! So... good luck. You're going to need it. 👁️🎃 🎃 THE RAVENWOOD CURSE A 7-Generation Halloween Horror Legacy Challenge Seven generations. One family. One mysterious object. One terrible mistake. Welcome to The Ravenwood Curse, a story-driven Sims 4 legacy challenge filled with supernatural Sims, family secrets, tragedy, and a mystery that follows the family from generation to generation. Every generation moves to a new world. Every generation has a different story. And one object follows them all. Can you break the curse? ─── 🕯️ BASIC RULES • Play for 7 generations. • Each generation must move to a different world. • Complete the main objectives of each generation. • The cursed object must pass from heir to heir and may not be permanently discarded. • Required deaths cannot be reversed. • Cheats are allowed for setup, storytelling, and fixing bugs, but not to bypass objectives. • If you don't own a pack needed for a particular rule, substitute something that creates a similar effect. • Most importantly: tell the story your way. ─── 🕯️ THE CURSED OBJECT Choose one ordinary-looking object at the beginning of Generation 1. It could be a doll, painting, book, necklace, photograph, toy, antique, or any other family heirloom. Rules • Introduce the object during Generation 1. • It must remain with the family through all seven generations. • Every heir must inherit it. • It may not be sold, deleted, or permanently abandoned. • Each generation should interact with or acknowledge it at least once. The family believes the object is cursed. They don't know the truth. ─── ☠️ THEMATIC DEATHS Whenever a death is required, make it fit the Sim whenever possible. Consider their: • Occult type • Traits • Personality • Career • Relationships • Circumstances Examples 🧛 Vampire: sunlight or another death connected to their supernatural nature. 🐺 Werewolf: a reckless or beast-related death. 🧙 Spellcaster: a magical accident or consequence. 👻 Ghost: something connected to their original death or ghost type. 🧍 Human: an accident, fire, environmental death, or another death that fits their story. There is no single correct death. The goal is to make the death feel like part of the story rather than simply checking off a requirement. ─── 🎲 WHEN THERE IS MORE THAN ONE CHOICE Some generations leave you with multiple possible heirs, favorites, or outcomes. Don't simply choose your favorite Sim. Let gameplay decide. Use this order: 1. Traits → 2. Behavior → 3. Relationships → 4. Random choice If two Sims are still tied, use a random number generator. No rerolls. The curse chooses. 👁️ ─── ⚖️ GOOD VS. EVIL Generation 2 requires one child to become Good and one to become Evil. Let their personalities develop naturally. 🪽 GOOD Look for traits and behavior showing: • Kindness • Loyalty • Helpfulness • Compassion • Strong family relationships 😈 EVIL Look for traits and behavior showing: • Cruelty • Selfishness • Meanness • Mischief • Destructive relationships If it isn't obvious, compare their traits first. If they're still tied, randomize it. Don't assign Good or Evil based on which child you personally prefer. ─── 🩸 GENERATION 1 — THE ASYLUM Escape Five Sims begin trapped inside a haunted asylum in Ravenwood. Create: 🧍 Human 🧛 Vampire 🐺 Werewolf 🧙 Spellcaster 👻 Ghost Rules • All five must live in the asylum. • They may not leave the lot. • They must interact with one another. • Romance is allowed. • The first Sim to find love and produce an heir earns their freedom. • That Sim leaves the asylum with their heir. • Everyone else remains behind. The cursed object leaves with the escaping Sim. The heir begins Generation 2. ─── 🖤 GENERATION 2 — OPPOSITES Forbidden Love The heir has escaped. But the curse followed. Rules • The heir cannot date until their Gen 1 parent dies. • They must fall in love with an opposite supernatural type. • They must have exactly two children. • One child becomes Good. • One child becomes Evil. • Both children must be allowed to develop their personalities naturally. • Only one child survives. • The survivor becomes the Gen 3 heir. • Move to a new world that contrasts with the parent's supernatural nature. Choosing the Survivor Compare the children's traits, behavior, and relationships. The child who most strongly fits the story becomes the survivor. If there is no clear difference: Randomize it. The losing child receives a thematic death. ─── 🕯️ GENERATION 3 — THE THREE Loss The heir has three children. Each birth brings another loss. Rules • The heir may not have a soulmate. • Have exactly three children. • Each child must be a different species/occult. • Raise all three together. • First birth: the grandparent dies. • Second birth: one parent dies. • Third birth: the remaining parent dies. • Give each death a thematic cause. • The three siblings remain together. • Move all three to a new world. ─── 🪞 GENERATION 4 — THE FAVORITE Jealousy Three siblings raise one child together. But the child chooses a favorite. Rules • All three siblings must live together. • They must collectively raise one child. • All three must develop a meaningful relationship with the child. • The sibling with the highest relationship becomes the child's favorite. • If there is a tie, randomize it. • The heir causes the deaths of the two non-favorite siblings. • Give their deaths thematic causes. • The favorite continues the family line. • Move to a new world. Let the relationship system choose the favorite. ─── 🔒 GENERATION 5 — THE SECRET Paranoia The heir wants something their family has never had: A normal life. Rules • Move to a new world. • The heir must attempt to build a normal life. • The surviving Gen 4 parent must live in the basement and may not leave. • The heir keeps the family's history secret. • Eventually, the heir reveals the family secret. • Once the heir stops trusting those who know, those Sims must also be confined to the basement. • The heir eventually leaves alone to investigate the family's history. • Move to another new world. The cursed object goes with them. ─── 📖 GENERATION 6 — THE INVESTIGATOR Obsession The family investigation becomes everything. Rules • Move to a new world. • Investigate the previous generations. • Visit family graves and important locations. • Collect photographs, objects, journals, or other evidence whenever possible. • Have exactly one child. • Allow the investigation to consume the heir's life. • Before the heir dies, they must send their child to an insane asylum. The family has returned to where the story began. ─── 🏚️ GENERATION 7 — THE TRUTH Breaking the Curse The final heir begins in an asylum. They must discover the truth. Rules • Begin in an insane asylum. • Investigate the previous six generations. • Investigate the cursed object. • Uncover the truth behind the family's tragedies. • Return to the asylum in Ravenwood. • Bring the cursed object with you. • Destroy it. • Leave the asylum. The curse is considered broken. The heir is finally free. ─── 🚨 SPOILER — ONLY READ AFTER COMPLETING GENERATION 7 👁️ CLICK TO REVEAL THE TRUE ENDING The family was wrong. The object was never the source of the curse. It was the prison. An evil entity has been trapped inside the object for generations. The family believed destroying the object would finally free them. Generation 7 succeeds. The object is destroyed. The curse appears to be broken. The heir escapes. But destroying the object releases the entity. The thing that was imprisoned for generations is now free. And nobody knows what happens next. 👁️ FINAL RULE The player may not determine whether the heir's children are safe. The challenge ends when the heir escapes. Maybe the children finally get their happy ending. Maybe the entity follows them. Maybe the curse really is gone. Or maybe the family has simply opened the door to something much worse. The curse is broken. The heir is free. The object is destroyed. The entity is free. But are the children? 🎃 THE END ─── 🎃 SHARE YOUR STORY If you play The Ravenwood Curse, share your Sims, screenshots, family trees, deaths, discoveries, and unexpected twists. Every family will tell the story differently. Good luck. And remember... Ravenwood is waiting117Views4likes3CommentsHimiko, Great Grandmother of Miyuki Yukihane and Mt. Komorebi's Summit Shrine
Former Empress Himiko Yukihane was the last royal to perform the ancient ritual atop Mt. Komorebi, Using her frost powers to lull the volcanic dragon spirit back to sleep. She died in the attempt, but returned from death after drinking a mysterious Immortality Potion. Coming back to life after dying over a century ago as a young adult has the unusual side effect of her now being biologically younger than her own elderly son Yukihiro. She is about the same biological age as her Great-Granddaughter Empress Miyuki Yukihane. At the Summit of Mt. Komorebi the site where she had died and several of her predecessors a shrine was erected. This shrine was built to honour their memories and spirits and to act as a refuge for those ascending the mountain summit. Here hikers and climbers may spend some time to recuperate before descending down the mountain. The shrine is also connected to the Cuckoo Clock/Secret Passageway Network so Royals and those who know may visit it at any time provided they have a link to another secret passageway.47Views2likes1CommentModern Mansion WIP
This is still a massive work in progress, took me approximately two weeks to just get the exterior done 😅 interior is still getting there bit by bit 🥰 It is a 7 Bedroom house with a guest house, garage and pool house. This will be going on the Gallery once I'm done. Gallery ID: designergoose8 #DesignerGoose8898Views2likes6CommentsThe Yukihane Household: Personality & Lore Synopsis
Mamiko Yukihane (née Sekiguchi) — Gatehouse‑Raised, Disciplined, Elegant Mamiko was born Mamiko Sekiguchi, into the Sekiguchi gatehouse lineage — a family that historically maintained and protected the wooden mountain stronghold. She is a spellcaster with the Ancient Bloodline trait, giving her deep magical heritage and disciplined magical training. After marriage, she became Mamiko Yukihane. Traits: self‑assured, cheerful, loyal, family‑oriented, perfectionist, romantic. Core vibe: Refined, disciplined, quietly loving — shaped by cedar beams, winter winds, inherited duty, and the magical pressure of being an Ancient Bloodline spellcaster. Genji Yukihane — Warm, Athletic, Palace‑Raised Genji grew up travelling between the Imperial Palace and the mountain stronghold, giving him a life split between ceremony and cedar‑wood tradition. He is also a spellcaster with the Ancient Bloodline trait, giving him strong magical potential despite his easygoing personality. Traits: self‑assured, cheerful, loyal, family‑oriented, romantic, active. Core vibe: Warm, athletic, funny — a modern man raised in two worlds who brings energy, affection, and magic into the household. Miyuki Yukihane — The Child of Two Ancient Bloodlines Because both her parents are Ancient Bloodline spellcasters, Miyuki naturally has the Ancient Bloodline trait as well. She inherits: Mamiko’s discipline Genji’s humour Mamiko’s precision Mamiko’s loyalty Genji’s warmth and a powerful combined magical potential from two Ancient Bloodline parents Her magical potential is significantly stronger than a child who only has one Ancient Bloodline parent. Core vibe: Balanced, observant, magically gifted — raised between the palace, the mountain, and two converging magical bloodlines. Helia Solara — The Immortal Butler Replacement Helia Solara is a Gallery‑bought Servo. She wasn’t built by the family or engineered in a workshop. She was purchased like IKEA furniture because: human butlers are unreliable they wander off constantly they nap in your bed they ignore fires and they die mid‑shift because the game spawns them at age 89 Helia Solara’s traits — Good, Outgoing, Loyal, and Recycle Disciple, Neat, and Proper — make her a cheerful, devoted household Servo who also aggressively recycles broken Servos like a WALL‑E‑coded janitor. The Sekiguchi gatehouse lineage doesn’t really work anymore because its last descendant married into the Royal household — and you simply can’t boss your own wife around. With no gatekeeper family left, the role was replaced by robot servants. Another reason the family avoids hiring human butlers is because they have a tendency to wander outside the mountain stronghold and die from the cold and harsh elements. Thankfully, robots can’t exactly freeze to death or be eaten by the local wildlife. They don’t wander, they don’t get lost, and they don’t get mauled by mountain predators. They just sweep forever. Helia’s functions: cleaning, cooking, laundry repairing sinks and electronics photographing the family standing perfectly still like a chrome coat rack She is the Sims version of Woodhouse from Archer: endlessly dutiful endlessly patient endlessly cleaning up after everyone But she cannot be tortured, guilt‑tripped, or emotionally manipulated because she is a robot. She is Woodhouse without the suffering. The “Other Servos” Because Helia was purchased from the Gallery, there may be other Servos quietly maintaining the stronghold: unnamed unacknowledged assigned to maintenance zones immortal emotionless endlessly sweeping cedar floors They are the background NPC workforce of the mountain fortress. Helia Solara is simply the named Woodhouse‑Prime unit. Post‑Ready Summary Line A palace‑raised heir, a gatehouse‑born retainer’s daughter, both parents powerful Ancient Bloodline spellcasters, their child who carries both legacies, and a Gallery‑bought Servo replacing the defunct Sekiguchi gatehouse lineage — the mountain stronghold now runs on tradition, magic, family, and an immortal robot workforce.72Views0likes1CommentTHE new updates on new builders for sims 4
Autmn IS hear and i wanted to get back to the choclate house builds alot has happend since i was gone on sims4 my display name use to be Flippswith11socks but i decided to leave that and start over im also on patreon Baby wolf Sweets if offical me now so dont let people fool thier frofile my 2 accounts was hackked into so i had to start fresh 😁 Got great news for autumn and please community check out my builds on willow creek BE YOUR SELF AND REMBER DONT LET WIERD HACKERS DISTORY YOUR SIMS PROFILEBABYWolfsweets20 days agoRising Newcomer34Views1like0CommentsThe Sim-ply Halal Challenge
I present to you The Sim-Ply Halal Challenge: a new Sims 4 challenge focused on starting from zero, building a warm home, practicing modesty, and raising the next generation in a Halal way! (Note: Some rules are adapted or simplified to work smoothly within Sims 4 mechanics). Note: I am also doing my own gameplay at Youtube: Raekiwithesanomikey20 days agoNew Novice76Views0likes4CommentsSummary of Miyuki, Imperial Heir of Mt. Komorebi
Miyuki is the modern heir of Mt. Komorebi’s Imperial family, a dynasty whose official lore claims descent from a Yuki‑Onna who ascended to Kami status after pacifying the Dragon Spirit of the mountain. Actual history suggests the family were spellcasters who fortified the region instead of fleeing to the Magic Realm, creating a lineage that later became mythologized. Miyuki embodies both sides of that legacy — the mystical symbolism and the grounded resilience. Mt. Komorebi has no nobility; the Yukihane Imperial Family is the realm’s only hereditary authority, much like modern Japan’s Imperial Household. This structure positions Miyuki not as a feudal monarch surrounded by aristocrats, but as a cultural and spiritual leader whose influence comes from tradition, lineage, and her connection to the mountain rather than from a noble hierarchy. Her personality is shaped by her traits: Self‑Assured, Cheerful, Heart on Your Sleeve, Mystical, Outgoing, and Creative. She carries herself with quiet confidence and warm expressiveness, communicating emotion through her eyes and gestures. She’s socially adept, artistically inclined, and spiritually attuned to the mountain’s presence. Miyuki is approachable and bright, yet decisive and perceptive, capable of reading a room instantly and responding with elegance or blunt honesty depending on the situation. As a ruler, she is defined by three decrees that reflect her values and her personal nature: The Silver Charter — honoring elders and safeguarding their dignity, reinforcing her compassion and respect for tradition. The Artisan’s Proclamation — establishing her as a patron of the arts, celebrating creativity, craftsmanship, and cultural identity. The Edict of Enlightenment — supporting youth and education, helping young Sims complete homework, projects, and presentations more efficiently. Her royal alignment, Champion of the People, reflects her modern, people‑focused leadership. She is a friend of common citizens, not a distant aristocrat, and her decrees uplift everyday life rather than court politics. Miyuki’s personal hobbies — video gaming, swordsmanship, and other modern or traditional pursuits — make her relatable while still honoring her heritage. The Yukihane dynasty’s favored skills, archery, swordsmanship, and Medium (spirit communion), connect her to centuries of Komorebi tradition and the family’s ancestral duty to maintain harmony between spirits and humans. Her personal style carries a subtle alt edge, even when she’s dressed formally. She often wears her septum piercing, a signature part of her look that contrasts elegantly with her imperial upbringing. Whether she’s in modern streetwear or ceremonial dresses, the piercing adds a sharp, expressive detail that reflects her Creative trait and the Yukihane dynasty’s artistic ideals. It’s not rebellious — it’s intentional, stylish, and unmistakably her. The dynasty’s ideals — Artistic, Caring, and Diplomatic — align perfectly with Miyuki’s personality and her decrees. She is a ruler who uplifts her people, celebrates creativity, and maintains balance between tradition and modernity. Together, these elements paint Miyuki as a leader who blends elegance with sincerity, tradition with modernity, and mysticism with emotional transparency. She is both the mythic descendant of a frost spirit and the modern Champion of the People — a ruler who can wield a sword, commune with spirits, encourage artists, help children with homework, and still beat someone in a video game match.UberDrew121 days agoRising Ace87Views5likes3CommentsI created a Japanese mountain stronghold
*I recently created a Japanese mountain stronghold as a companion to my earlier Komorebi palace. While the first palace was ceremonial, it didn’t offer much in the way of practical defenses, so this new build incorporates fortified outer walls, an inner courtyard, and layered security systems. The perimeter is lined with garlic garlands — which amusingly resemble shimenawa ropes — giving the stronghold both a traditional aesthetic and protection against supernatural threats. I’ve also installed and fully upgraded multiple alarm systems near the entry points. Building on the frozen mountain felt like the perfect choice: the elevation provides natural defense, the cold environment helps preserve supplies, and snow and ice offer a reliable water source. Overall, it’s designed as a winter citadel that blends cultural architecture with functional gameplay.149Views6likes5Comments
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