Forum Discussion
EnkiSchmidt
2 years agoHero
Any bar in Strangerville will attract military sims, and any library will attract scientist sims. The bookshelves will also generate some evidence for the story. You can change those lot types freely. If you copy 8 Bell and Information Center to a different world, they won't attract the special Strangerville sims anymore.
Military and scientist sims as well as conspiracy nuts will always be generated as walkbys in Strangerville, re-zoning the lots won't stop that. Because you can catch scientists and military sims "in the wild" to help with your story tasks, you don't strictly need a bar or libary in this world.
The underground bunker in Moonwood Mill isn't an official hangout, it is just a part of the bar lot. The Wildfangs' hangout is the trailer with the bonfire nearby, and the Moonwood Community's hangout is the tree in the forest, both of which we cannot edit or remove. (You may be able to grab them from debug mode, I'm just not sure if they will work in other worlds).
I don't know what happens in regards to tunnel traveling if you bullzode the bunker or move it to another world. I've had a sim exit in the bunker only a single time. If I had to guess, I'd say the tunnels can connect to any of the special werewolf doors, but take that with a grain of salt.
The library in Moonwood Mill seems not to have any special function, I changed it to residential and so far haven't felt I'm missing out.
The bar on the other hand will always generate a werewolf bartender who can give you the werebies cure. If you don't care about that, you may get away with changing the bar lot to something else. (I didn't try so far.)
I don't know about the pub in Henford, but would like to know, can I have a pub elsewhere in that world (in the Bramblewood, for example) and will the pub owner with their special errands spawn there?
Military and scientist sims as well as conspiracy nuts will always be generated as walkbys in Strangerville, re-zoning the lots won't stop that. Because you can catch scientists and military sims "in the wild" to help with your story tasks, you don't strictly need a bar or libary in this world.
The underground bunker in Moonwood Mill isn't an official hangout, it is just a part of the bar lot. The Wildfangs' hangout is the trailer with the bonfire nearby, and the Moonwood Community's hangout is the tree in the forest, both of which we cannot edit or remove. (You may be able to grab them from debug mode, I'm just not sure if they will work in other worlds).
I don't know what happens in regards to tunnel traveling if you bullzode the bunker or move it to another world. I've had a sim exit in the bunker only a single time. If I had to guess, I'd say the tunnels can connect to any of the special werewolf doors, but take that with a grain of salt.
The library in Moonwood Mill seems not to have any special function, I changed it to residential and so far haven't felt I'm missing out.
The bar on the other hand will always generate a werewolf bartender who can give you the werebies cure. If you don't care about that, you may get away with changing the bar lot to something else. (I didn't try so far.)
I don't know about the pub in Henford, but would like to know, can I have a pub elsewhere in that world (in the Bramblewood, for example) and will the pub owner with their special errands spawn there?
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