Forum Discussion
NightwalkerArk
5 years agoNew Ace
- Alot of fixed glitches and odd behaviors
- Improved diseases. Your Sim will recover much slower and needs will drop fast unless you keep them in bed and give them medicine. Colds could spread to other Sims. No more hanging out with all your family members when you're sick.
- Farming, hunting, priest and noble clothing, medieval style.
- Elves, Fairies and Werewolves. Preferably Elves first.
- Interactive nature. A tree to play, climb and sleep in. A natural rock/climbing wall.
- New Careers, the Hunter
- Skills, woodcutting, smithing and hunting
- Followup from the above: Sell the wood, or give your fireplace a better effect. Sell your smithed wares and meat from the hunt.
- Improved romance (crushes, preferences and the ability to lock your faithful Sim to prevent him from cheating)
- Improved pregnancy (more dialogue options, less chances of success when you "try for baby", and if it succeeds, remove the "puke" option from the toilet until either time or pregnancy test has revealed the outcome).
- A true immortality spell for my spellcaster, which stops him from aging. Can cast it on other Sims and their pets, occult or no. Spell effect can also be withdrawn for those who changes their mind.
- Altered Woohoo:ing. Remove that weird thing in the beginning, where it looks like both Sims has won tickets to a sports game. I guess it's too much to ask to have them change the weird 'under covers' animation or at least, slow it down. My Sims are looking for a romantic moment, not a wrestling session.
- Option to Woohoo in the ocean - although make sure to get the underwater breathing ability first.
- Young Teen. And have them look like one. Current Teens looks like young adults, and even work (which a young teen wouldn't).
- More interaction options for parents/toddlers, elders and of course teens.
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- And finally, the big extreme Toggle On/Off option. The Night Creature. Said to be a Sim that went mad over all the chair options and ran off into the woods. Shows up at night when storms are at their worst. Keep your Sims indoors and quiet, or the Night Creature will come and drag them off to an unknown fate.
- Occult Bonus: The Night Creature leaves Vampires and Mermaids alone, Werewolves can chase it away, and Spellcasters can scare it off with fire or transform it.
- Helpful Toggle On/Off: If on, you will have wary Sims that will come running and frantically knock at your door near the evening, and leave a note that says the Night Creature has possibly spotted nearby. If off, you're on your own.
- After this, you will have the telephone option to pay a heavy sum of Simoleons to have some brave Sims lure the Night Creature away with noise and music. Or be greedy, and keep quiet once it shows up.
You'll have a day or so to organize a rescue operation, a very costly once that comes with a price checkbox for what you intend to use - Recruit help, tranquilizers, protective clothing, meals, trackers. Fail, and your Sim will send a letter about how they now work with organizing the catalogue selection of available chairs and bid you goodbye. The Sim will remain in household and age up (or not, depending on your choices. A week later, a clue will give you another shot at a rescue mission. If you don't go for it or fail, the Sim is gone forever.
(possibly too extreme for Sims 4, but hey, if we can have aliens abducting people and making them pregnant against their (my) will, why not this?
- Improved diseases. Your Sim will recover much slower and needs will drop fast unless you keep them in bed and give them medicine. Colds could spread to other Sims. No more hanging out with all your family members when you're sick.
- Farming, hunting, priest and noble clothing, medieval style.
- Elves, Fairies and Werewolves. Preferably Elves first.
- Interactive nature. A tree to play, climb and sleep in. A natural rock/climbing wall.
- New Careers, the Hunter
- Skills, woodcutting, smithing and hunting
- Followup from the above: Sell the wood, or give your fireplace a better effect. Sell your smithed wares and meat from the hunt.
- Improved romance (crushes, preferences and the ability to lock your faithful Sim to prevent him from cheating)
- Improved pregnancy (more dialogue options, less chances of success when you "try for baby", and if it succeeds, remove the "puke" option from the toilet until either time or pregnancy test has revealed the outcome).
- A true immortality spell for my spellcaster, which stops him from aging. Can cast it on other Sims and their pets, occult or no. Spell effect can also be withdrawn for those who changes their mind.
- Altered Woohoo:ing. Remove that weird thing in the beginning, where it looks like both Sims has won tickets to a sports game. I guess it's too much to ask to have them change the weird 'under covers' animation or at least, slow it down. My Sims are looking for a romantic moment, not a wrestling session.
- Option to Woohoo in the ocean - although make sure to get the underwater breathing ability first.
- Young Teen. And have them look like one. Current Teens looks like young adults, and even work (which a young teen wouldn't).
- More interaction options for parents/toddlers, elders and of course teens.
-----------------------------------------------------------------------------------------------
- And finally, the big extreme Toggle On/Off option. The Night Creature. Said to be a Sim that went mad over all the chair options and ran off into the woods. Shows up at night when storms are at their worst. Keep your Sims indoors and quiet, or the Night Creature will come and drag them off to an unknown fate.
- Occult Bonus: The Night Creature leaves Vampires and Mermaids alone, Werewolves can chase it away, and Spellcasters can scare it off with fire or transform it.
- Helpful Toggle On/Off: If on, you will have wary Sims that will come running and frantically knock at your door near the evening, and leave a note that says the Night Creature has possibly spotted nearby. If off, you're on your own.
- After this, you will have the telephone option to pay a heavy sum of Simoleons to have some brave Sims lure the Night Creature away with noise and music. Or be greedy, and keep quiet once it shows up.
You'll have a day or so to organize a rescue operation, a very costly once that comes with a price checkbox for what you intend to use - Recruit help, tranquilizers, protective clothing, meals, trackers. Fail, and your Sim will send a letter about how they now work with organizing the catalogue selection of available chairs and bid you goodbye. The Sim will remain in household and age up (or not, depending on your choices. A week later, a clue will give you another shot at a rescue mission. If you don't go for it or fail, the Sim is gone forever.
(possibly too extreme for Sims 4, but hey, if we can have aliens abducting people and making them pregnant against their (my) will, why not this?
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