To make this intro short and sweet--I play TS4 for copious amounts of time, and with enough attention to detail to notice curious details and mechanics, stress-test them, and figure out how to reproduce the results I desire. Once I've done that, I'll then note them down, and once I've enough relative content, I'll compile them to share, going in as much detail as I can (where needed).
I've been posting these dossiers on Reddit, and felt it would be worthwhile to post them here as well so the information can reach more simmers. Now that I'm all caught up between both, I'll post any future ones simultaneously.
Enjoy, and I hope they help to better your playthroughs in some way, and calm seas and fair winds on your simming journey.
Disclaimers:
I own all (Expansion, Game, and Stuff) packs save for:
Cottage Living
Journey to Batuu
My First Pet Stuff
My Wedding Stories
Werewolves
High School Years
Growing Together
Horse Ranch
Should any pack's features influence the operation of another's, or that of a basegame feature, I cannot always account for that.
I ask that if submitting information of your own, it be directly relevant to the topics posted. In most cases, I'd prefer to test information myself, as I try to do so in a way that is as factual as it can be (and reproduceable as well). If I cannot (such as if I do not own a pack or the information contains too many chance-based, coinciding variables), then I will take it at face value. Either way, it will be credited.
I ask that you do not hijack this thread to post your own topics. I strive to make my 'Simming Tips' as thorough and presentable as possible. This includes editing run-throughs, constant re-reads (each time someone new/recurrent comes in, or I've the time, I re-read my posts to make sure everything is up to my standards), and updates (if I find new info regarding old topics). If you have a topic you'd like to post, there is this thread, or you can DM me for evaluation.
What Can (and Cannot) Kill Vampires? - Doubles as both a list of what does and doesn't kill vampires, as well as a general list of (almost) all of the deaths in-game.
Of Bats and Vampires - An extensive list of tidbits about vampires. Mostly things the game doesn't explicitly say outright, or you'd need to pay attention to moodlets, the environment, or notifications for.
Extraneous Build Considerations - Just as it says on the tin, this is just a list of things that won't be super helpful when building, but might sprinkle a bit of garnish on it.
Where The Wall Things Are - Images, names, and prices of Paintings and Posters that have extra designs or forms hidden beyond the first swatch.
Eclectic Emulations - A compilation of Build-Mode-based ideas, which take certain items and put them together or use them in creative ways to emulate certain functions.
Occults Within Occults - Tired of waiting around for Maxis to release a new occult? Why not emulate them through the use of older ones?
Send In The Clones - What carries over to a clone? What doesn't? How could cloning fit into my gameplay? I answer all three questions in this one post.
Rug-ged Living - A continuation of 'Where The Wall Things Are', this time focusing on rugs.
A Wedding And A Story - The making of an entirely DIY wedding, complete with sims to follow, and suggestions to make any wedding (or emulation thereof) more enjoyable.
Reduce, Reuse, and Recycle - Alternative ways to utilise unneeded items, other than selling or deletion.
No Skills, No Problem - Various tips, tricks, and considerations learnt on my journey from 0 simoleons to 400k.
Where The Wall Things Are - Revisited - A continuation of ST #11, this time regarding items in the "Wall Decor" section of Build/Buy with alternative forms, imagery, and patterns per swatch.
Curious Details: Mini-posts regarding interesting and overlooked features of the game.
Vacation Brochures - Brochures for all of the available worlds (pre-Cottage Living).
The kleptomaniac swiping ability has a few restrictions:
Sims have a 360-degree view of the events around them.
Sims can see up to 10 tiles from their position.
Anything stolen 11 or more tiles away (even if your sim is within the 10-tile limit) is fine. A good rule of thumb is to not steal anything in a room with a sim in it, unless it's a sufficiently large room, or the object is obstructed from view.
Sims cannot see anything stolen from behind:
Windows (any height/length).
Full walls.
Half walls of medium height (2.0) or taller.
Tall fences. This is tricky to gauge, but generally anything that reaches as high as a full-grown sim's collarbone/above the chest.
The above rules do not pertain to babies and pets. One can steal from right beside them and not get caught.
The Mischief skill governs the values and categories that can be stolen, and opens up further at levels 5 and 8.
The energised moodlet from a successful steal (or the embarrassed one from getting caught) acts as the cooldown for stealing.
The Shameless reward trait prevents theft failure when caught (as well as the embarrassed moodlet), but does not prevent the reputation loss.
The categories of objects that can be stolen are as follows:
Level 0 (Less than $300):
Awards and trophies
Books
Cat Wands (Cats & Dogs)
Ceiling Décor
(Wall) Clocks
Collectibles:
Simmies (Snowy Escape)
(Misc.) Electronics:
Purifier 5000 Prototype ($50 - Strangerville)
(Clutter) Décor
(Misc.) Décor
(Wall) Décor
Emotion Potions
Faraday Fizz/Liquid Rush (Jungle Adventure)
Fizzy Juice/Seltzer/Kombucha (Eco Lifestyle)
Foods, Drinks, and Pastries
Hot Pots (snowy Escape)
Kids' Toys
Lamps
Pet Beds (Cats & Dogs)
Pet Toys (Cats & Dogs)
Room Dividers
Sculptures
Spellcaster Potions (Realm Of Magic)
Worked To The Bone Pile (Jungle Adventure)
Level 5 ($300 - $1,999):
Barstools
(Standing) Clocks
Collectibles:
Flying Brooms (Realm Of Magic)
Positivity Posters
Computer Chairs
Computer Tablets
Dining Chairs
(Misc.) Electronics: (Get To Work)
Hydro-Aqua Filtration Chamber ($730)
Terminal Logging Station (T5-2685) ($820)
Genoratum Tum ($1,440)
Garage Doors (City Living)
Juice Fizzing Machines (Eco Lifestyle)
Kids' Play Tents (Dream Home Decorator)
Living Chairs
Paintings and Posters
Level 8 ($2,000+)
Collectibles:
Crystals
Dead/Living Aliens
(Decorative) Eggs
Elements
Eyes of Sulani (Island Living)
Fingers of Sulani (Island Living)
Fossils and Limestones
Frogs
Holiday Cracker Plushies (Free Holiday Pack)
Insects (Outdoor Retreat)
Magic Beans
Metals/Minerals
Microscope Prints
MySims
Observatory Prints
Postcards
(City) Posters (City Living)
Seashells (Island Living)
Snowglobes (Island Living)
Space Rocks
Spirit Dolls (Snowy Escape)
Sugar Skulls
Voidcritters (Kids Room)
Computers
DJ Booths (Get Together)
(Misc.) Electronics: (Get To Work)
Large Energy Emitting Transistor ($1,580)
Three Tier Computer Rack ($1,650) These two items are the only ones I've found that break the value rule.
Gaming Consoles (City Living)
Guitars
Keyboards, Pianos, and Organs (City Living, Basegame, Vampires)
Loveseats
Mounted Fish
Omiscan Authenticated and Unauthenticated Artifacts (Jungle Adventure)
Omiscan Treasures (Jungle Adventure)
Outdoor Benches
Radios
Research Archive Machines (Discover University)
Sofas/Couches
Treasure Maps
TVs
Violins
Exceptions To listed categories (Cannot be stolen): Awards and Trophies:
Get Famous' 'Starlight' and 'Fan Meet & Greet' Accolades
Ceiling Decor:
Ceiling Fans
Stove Hoods
Knifty Knitting Hanging Plants
Chairs:
Dine Out Booths
Dream Home Decorator Sectional Pieces
Clocks
Table Clocks
Kids' Toys:
Dollhouses
Large Stuffed Animals
Clay
Doctor Playsets
Table Lamps:
Table Candles:
The Definitive ($65)
Candle's Crib ($85 - Backyard Patio)
Smoreworthy Candles ($100 - Get Together)
Wick-er Whims Candle Bowl ($100 - Laundry Day)
Of Fire And Ice ($170 - Movie Hangout))
TVs:
Tiny Living TVs
Notes:
Though one cannot swipe the fountain from Romantic Garden, one can swipe simoleons from it.
A good rule of thumb with the "Decor" category is to ignore rugs, decorative plants, mirrors, Fireplaces, and curtains. Everything else is a gamble, but only takes a click to find out if an item can be stolen.
The reason for marking specific decor categories as "certain" is due to the randomness of the items that can be stolen, as well as the sheer number of decor items in-game.
If the category for an item is not listed, then it cannot be stolen. Aside from packs I don't have (see the first post), I've scoured the categories clean.
It's possible I missed something that either can or cannot be stolen, so feel free to let me know if you've stumbled upon anything I've missed.
This is our test alien sim. https://i.imgur.com/x24h8CW.png This is her disguise. https://i.imgur.com/I8hDjk3.png Note the differences in facial structures and bodies.
Step 1: Save your alien to your library (if they haven't been already). Step 2: Go into the library and add your alien's doppelganger to the household. Step 3: Make one of the two into a human whilst in their disguise (MCCC > Sim Commands > Occult Commands > Human-ize Sim)
https://i.imgur.com/Z2T5P4W.png She doesn't exactly look like her usual self today.
Step 4: Select your human sim and go to MCCC > MC CAS > Copy/Paste > "Copy Face", "Copy Physique", and/or "Copy Body Appearance". Step 5: Select your alien sim (whilst in alien form) and go to MCCC> MC CAS > Copy/Paste > "Paste Face", "Paste Physique", and/or "Paste Body Appearance" Do not leave alien form until step 6 is done.
Let's welcome back our test sim and her alien form. https://i.imgur.com/lGfDeyp.png Our other alien form actress had to go to her other job. She works with bees, I think...she said something about "Pollination".
Our goal now is to make it so that no matter the form, both look the same. Step 1: Save the human doppelganger to your library. Step 2: Save and reload the game. (This is required for the new household to show up in MCCC). Step 3: Use MCCC > MC CAS > Copy/Paste > Paste Tray sim > "Any Saved Sim" or "My Sims" > on the alien form, check off what you'd like to copy over, and hit "Paste Sim Now!" Do not leave alien form until step 4 is done.
https://i.imgur.com/58BUvHX.png At this point "Disguise Self" is just "Disguise Voice".
Now they look the same, but won't sound the same (depending on the form).
Notes:
You can alter your alien to look like any sim you've previously saved to your library (using the above method), and even have both forms look the same, just remember to go to CAS once to save the form you've altered (if you want to do both, you'll need to go into CAS once after each).
https://i.imgur.com/PduTDAD.png "Hi, I'm here for the job." "What job?" "Being you."
Make sure to keep copies of your sim's original forms (alien and human) in order to revert back if needed.
Any leftover differences between the copied sim and your alien can be smoothed out by using the Copy feature on the sim themself, then pasting it over to your alien.
Any weight/fitness slider changes done to your alien, will apply to their disguise.
Get Famous is one of my three favourite packs. The perk/quirk system is up there with Vampires' powers/weakness system, trying its own thing (which works well for the theme), rather than being a pale imitation.
Alongside the perks/quirks, the fame system has woven its way into the fibre of past and future packs, as easy as simply "doing a thing" in order to gain the attention of other sims. Within the pack itself, one can hit the big screen head-on to shoot to the top, or get out there on the web and talk to oneself whilst maintaining eye contact with a camera in order to pay the rent and gain a following. For those more anti-social, the drones offer a good alternative, simply allowing voyeurs on the internet to watch as one goes about one's day, no commentary needed. However, there is one lesser-used aspect of the pack that also accrues fame, money, and even some simple recognition: music mixing.
The 'Mix Master Music Station' can be found under the "Electronics" Category, in the "Audio" section, or under "Activities and Skills", in the "Creative" section. It retails for $1,500. All one needs for the interactions related to this object are the music station, and one's phone.
Step 1: Before beelining for the station to burn one's first track, one must go into the game menu > "Game Options" > "Audio", and make sure one's music volume is on anything but zero. Yes...the music on the station is tied to the game's BGM. Without this step, all one's sim will be doing is bopping their head along to silence indefinitely.
The action is set to continue on until actively cancelled by the player (or, I suppose, until something more pressing does so) in order to allow for time to remix as one would like.
As for why it's tied to the BGM, it's likely due to the inconsistency of the "object music" volume- ranging from "Did you hear something?" to "Look's like it's time to call the cops on the neighbors again", whereas the BGM's volume is tied directly to that one slider in the audio menu. This also allows for one to note the nuances of the different remix options as they're added into the current track.
Step 2: Produce a track. Select one of the various track options (more unlock per level of the max 5 in the Media Production skill).
Each one is a different song, split into the various parts (instrumental and vocal) in the "remix" section.
One's sim steadily gains Media Production skill whilst producing a track, even if just standing there, bopping to the beat.
Step 3: Remix the track. Select whatever one would like to add into the song currently playing.
Each option presented is a single part of the prior selected song.
The circles beside each act as "fill-ins" (like on a multiple-choice test), letting one know what parts are currently in play (none are, to start with).
More options open up as one levels the Media Production skill, going from 3 to 7 or so by level 5.
Step 4: Burn the track. This will give one the options to create a title, as well as a description (such as with videos or books), and creates a CD in one's inventory.
The quality of a song is random. Whilst level may influence the possibility of achieving an "Outstanding" rating, one could re-burn the same track with just one remix option chosen and end up with an "Outstanding" rating at some point.
Notes:
All further functionality can be accessed from the CD or the music station.
The tracks do not stack in one's inventory.
Tracks can be stored in the box/chest from Eco/DU.
Step 5: Choose a method of release.
"Release Track" (from the CD) releases the track to 'Simify', a freelance music service which grants royalties, as well as a chance of being noticed by one of 3 music labels: Dinky Beats, New Tastemakers, or Maxis Music Machine. Note that one must be near the music station to release it. There is a cooldown of 8 hours between releases.
"Send Copy to Label..." takes the latter portion of the aforementioned "Release Track" option, and narrows it down to one label. Note that one can still "Release Track" after sending a copy to a label.
Step 6: Within 4 hours (with some variability) a label should contact one's sim by phone, offering a chance to sign with them.
https://i.imgur.com/98D58o0.png Don't be surprised if the person calling is Mortimer Goth.
Once signed, all tracks released while under contract will be released under the label, rather than directly to Simify.
Dinky Beats is the easiest to sign with, and grants a grace period of 3 days per track release. New Tastemakers and Maxis Music Machine are both much harder to sign with (even if all copies sent to them are "Outstanding"), and grant 2 days per track release.
There is no way to leave a label without simply allowing the grace period to run out.
Signing with a label comes with a sign-on bonus upon confirmation.
If a label does not contact one's sim within a few hours of release/sending a copy, they will instead send a letter of rejection in the mail (due to a bug, all rejection letters come from Dinky Beats).
The grace period resets per release, so one can release as many tracks as one likes with no limitations (outside of the release cooldown, which is a few hours).
To check the amount of tracks released, as well as the days remaining on the counter, one can go to one's sim's phone > "Work" > "Check in with label".
Whether releasing to Simify or under a label, each one grants fame. More fame is gained for releasing under a label, than for releasing under Simify. There is still a cooldown of 8 hours between releases, regardless of label or no.
Royalties:
Regardless of method of release (under a label or Simify), one will usually see more than $200 per track (if releasing an "Outstanding" track).
The max I noticed from Simify was around $500+.
DB's max was around $765.
MMM's max was $1,043.
NTM's max was $790+.
-These numbers swung wildly during testing, from DB being on-par with Simify, to NTM and MMM doing the same. One track went up on the second day of royalties, rather than down.
-My conclusion is that MMM might grant the highest royalties, with NTM coming in second, DB for third, and Simify for fourth, but generally there seemed to be no real difference when taking into account that their "max" royalties were edge-cases.
Other features:
Tracks remain in one's inventory, even once released, and allow one to play one's track on most audio devices ("Play Track..." on the chosen device).
If one's song is released, it has a chance of playing on the radio (on any lot), causing the sim who created it to autonomously move closer to the radio to listen to it (if in the same room). To indicate that it's playing, an uncancellable action will appear with a progress bar. Note that the song being played may not have the same remix options selected as one had originally chosen for it.
Aw yeah, that's my jam...no, seriously, I made that. https://i.imgur.com/EJg57Ww.png This also grants a happy moodlet from hearing one's song being played. Ah narcissism... https://i.imgur.com/wsFDado.png Indeed, it seems that making a career out of mixing music may be viable financially (if one's good with making a variable amount per day), but making a name from the endeavour is much less viable, as there is no cooldown for vlogging releases (and extra options for gaining fame), whilst there is for this (and no extra options for gaining fame). Short-term, it's a great starter on the road to 'Global Superstar'. Long-term, its siblings (Acting and Vlogging) do more for a sim in the fame-gaining department.
Simming Tips #4: Clearing Out Neighbourhood Action Plans (N.A.P.'s)
Have you ever seen the effect(s) of one of Eco Lifestyle's N.A.P.s, but could have sworn up and down that you didn't have the corresponding one active in your neighborhood?
Go into the "Game Options" > "Pack Settings" > "Eco Lifestyle", and it should have two options: one to turn off NPC voting, and one for turning off the gameplay completely. If you've been playing with the former on, then what you're seeing are NAP's from other neighborhoods, which you cannot control/repeal without living there.
Want to get rid of them, but keep the option to vote for them if you so choose? Step 1: Uncheck the NPC voting option in your settings. Step 2: Turn testingcheats on. Step 3: Go to manage worlds, and for each neighborhood (each cluster of homes within one world) you must take control of a household, and shift+click the mailbox of said household's home, then repeal each NAP one at a time. Step 4: Rinse and repeat for all neighborhoods within a world, then do the same for the other worlds and theirs. Step 5: For neighborhoods with only commercial venues (and Magnolia Promenade), you'll need to make one of the buildings into a residential lot, move a household in, repeal the NAP's, then evict the household, change the lot back, and delete the mailbox.
Notes:
Glimmerbrook and Forgotten Hollow count as one neighborhood each.
Basegame Parks also count as solo neighborhoods (they can have their own trio of NAPs, even with no one living there).
Strangerville isn't affected by NAP's, nor are destination worlds.
It is unknown if they can affect special lots (bluffs, chalet, magic realm), so if you want to be thorough, you can change those using Zerbu's Venue Changes Mod, repeal, then change them back. Otherwise, you can just do the main neighborhoods, play a bit, and if you see anything weird, go ahead and deep clean.
- If you have multiple saves, you'll need to either do them all (only those you've played since installing Eco), live with it, or move your households to new saves with the setting off.
Speaking of the above point--once NPC voting is turned off, it's off for all saves, even new ones (I've not had to turn it off for each one separately).
Simming Tips #5: Often Forgotten Phone Functionality
1 - In the general phone UI (top-left corner), you can "Silence Phone", "Change Phone Background Color" and "Change Phone Cover Colour".
"Silence Phone" silences the ringer sound for calls your sim gets. It does not (unfortunately) block them.
"Change Phone Background Color" provides 19 different colours for the UI background of your sim's phone.
"Change Phone Cover Colour" provides 25 different colours and patterns for the model phone your sim pulls out during calls and such.
2 - Aside from the usual texts, sims have the option to send "emotional texts" (Get Together) in the "Social" category. Depending on the emotion of the text sent, recipients may (not everyone replies) invite your sim out to a corresponding location:
Energised = Gym.
Playful = Park, Chalet Gardens, or Ancient Ruins.
Angry = Pool.
Flirty = Bar, Lounge, or The Bluffs (the latter is the rarest outcome).
Sad = The recipient Sim's home (if they have one).
3 - Under the "Shopping" category, one can "Purchase Gifts", which brings up a menu with a wide variety of items for purchase based on the packs you own (Seasons). Books:
Lucas Dark and The Increasingly Unlikely Series of Coincidences $1
Orbital Pudding $1
Reel Her In $1
Untamed Treachery of the Heart $1
Allegro a la Pernambuco! $20
Baby Bill and the Bobcat $20
Charlotte's Pig $20
I Bed Variations $20
Playing With Your Food $20
Princess Plumbob's Castle $20
The 50 Shades on My Windows $20
The Sauntering Dead $20
A Game Of Groans $25
Atlas Hugged $25
Etude in Double Stops and Other Fancy Things $25
Piano Bars and You: How to Hold a Note Without a Paper Bag $25
4 - Under the "Business" category, one can "Register With Ministry Of Labor", allowing an unemployed sim to be granted a custom title and job description, which will show up if asked about career ("... is a ").
5 - The option to "Call Fire Department" is available under the "Home" category (whilst on the home lot), allowing one to call two firefighters to the lot, even if there isn't a fire in progress (though this will result in a $500 fine).
6 - One can donate one's time (and drag along others) by volunteering (Parenthood) through the relevant option under the "Travel" category. This can increase the reputation of any sims involved (Get Famous), provides influence points (Eco Lifestyle), and raises a character value (per excursion) for children and teens. This also comes with chance cards for the latter two lifestages (which can raise/lower a specific character value).
7 - Being an "odd-jobs man" may not sound very prestigious, but it can take the place of a 9-5, and whilst not providing nearly the amount of freedom that a "work from home" job might, it has the potential for both travel and extra funds (without having to over-max).
The option to "Find Odd Jobs" (Island Living), found under "Business", puts forth a list of NPC's looking for some rabbithole-oriented help. Every day from 8am to 8pm, sims (teen+) can choose from a number of options that match their skillset (with options available for those with no skills), and once accepted, head off for a number of hours (beginning the hour after acceptance -- i.e. a job accepted at 8:59 starts at 9). The options become more lucrative, varied, and numerous the higher one's rating (from 1 to 5), which is based on timeliness and skill. After the job is done, sims can return with a tip and a potential relationship increase with the client, based on their performance. Tips can even go as far as being an extra hour+ worth of pay.
There are two different categories of odd jobs: Hourly and Task-based. Hourly jobs are paid a certain amount per hour for a rabbithole, mini-story-based excursion. Task-based jobs require something be crafted/an interaction done/an item mailed to the client. The latter pays in a lump sum, and has a timer that alerts you at the last hour mark (if not yet completed). The amount of hours per job isn't listed in-game, but has been tested to be the same each day for the same job, whilst varied between different jobs. The tasks of the task-based ones aren't listed until acceptance, but has (again) been tested to remain consistent within the same job, regardless of day. Hourly:
Bonsai Artist Needed - $29/3h (Gardening 1)
Box Packing - $21/4h (No Skill)
Hiking Buddy - $35/3h (Fitness 2)
In Need Of Waxing - $46/4h (Handiness 4)
Lawn Maintenance - $23/3h (No Skills)
Let's Make Art - $126/6h (Painting 5)
LFG (Looking For Gamer) - $33/3h (Videogaming 2)
Looking For A Love Guru - $122/4h (Charisma 5)
Making Proof - $50/4h (Photography 2)
Me Treasure Cleaning - $87/6h (No Skill)
Moving Furniture - $24/4h (Fitness 1)
Need A Mixologist For Beach Party - $23/4h (Mixology 1)
So you've fished up, fabricated (Level 3 Mischief and Eco Lifestyle), dug up (dirt patches from Cats & Dogs), or ordered (Level 3 Mischief) a voodoo doll...now what?
Well, there's the default stuff:
Summon bound sim to lot (they will bypass knocking and barge into your home if used from there).
Add a +2 moodlet to a bound sim:
-Playful for "frolic".
-Angry for "poke".
-Flirty for "cuddle" (level 2 Charisma).
-Dazed for "soak" (level 5 Mischief).
-Uncomfortable for "tickle" (level 3 Mischief)
Unbind it after the bound sim dies.
Bind another sim with the now unbound doll.
"Cool, but is that it?" "Actually, no."
Vampires can turn voodoo into a free "Uber-Eats" by binding at least two sims, then summoning them whenever the thirst bar is low. Since there's a cooldown per sim regarding feedings, this means your vampire can rotate between victims, and have one for breakfast and one for dinner/supper. I recommend finding a sim that gives your vampire the "Divine Drink" moodlet (which is both rare and random), that way your vampire gets two happy buffs per feeding. I always give my delivery-people tips...the tips of my fangs.
Speaking of vampires and voodoo: After using a 3rd-ranked 'Influence Emotion' burst of playfulness on a sim, why not give them a good "frolic" with the voodoo doll? (This works with a burst of anger and "poke", as well). If that doesn't do the trick, it'll at least get them so close to the edge-- --all it'll take is just one extra chuckle.
If a sim is about to be reaped by Grim (and your sim has level 5 Mischief) your sim can save them by "toying with death". This requires an unbound voodoo doll to be in your sim's inventory, and the interaction (found on the doll itself) needs to be spammed before Grim is about to reap the sim's soul (don't stop until he stops looking at his tablet and queues into the next animation). If successful, he will bring the sim back to life. Can't let death put away my toys...I'm not done playing with them.
If you're done toying with a sim, and it's time to let them go, you don't have to wait for their death if you have 'Get Together' or 'Island Living'. Simply light the bonfire from either pack, then click "Burn Voodoo Doll..." (on the fire itself) and select the one bound to the target sim (hover over the dolls in the picker menu to see which sim is bound to which). This will destroy the doll, and free the relative sim. If the sim is in the same area, they'll also spontaneously combust for a few seconds, but won't die from it. You're free! Free I say! ...free to burn. But seriously, get lost before I change my mind *Readies Zazatototl Death Totem with uncommon refined gem* (Jungle Adventure).
https://i.imgur.com/2YIDxDM.png The word "yeet" comes to mind. https://i.imgur.com/aF39K5X.png Burning sensation? There's a cream for that.
Notes:
Bound dolls only work for the specific sims that bound them in the first place. If gifted or transferred, they won't work for the recipients (even if the initial sim dies).
Related to the above, gifted dolls will cease to work for any sim (even the initial sim). The only way to return them to working order is to gift them back to the initial sim.
Cloned (unbound) dolls work just like normal, from binding to voodoo.
Cloned (bound) dolls work just like their original, being bound to the same sims.
https://i.imgur.com/NPGdHLV.png Pictured: Pure, unfettered decay, suffering, and death.
Tired of fire, drowning, and Pufferfish Nigiri? Well, should you have access to Seasons and/or Jungle Adventure, the deadliest items in The Sims 4 are just a grind away from holding a sim's life in your hands.
Let's start with the most straightforward of the two (very few bells and whistles): 1 - The Death-scented flower arrangement (Seasons)
Upon reaching level 9 of Flower Arranging, a sim can scent an arrangement using the Death Flower. These can be obtained by:
Purchasing a 'Rare Plants' packet (Lvl 10 Gardening).
Once crafted, a sim can then gift it to another ("Give Flower Arrangement Gift" interaction), causing them to age up one lifestage per arrangement gifted. If the recipient is an elder when gifted the arrangement, it's an instant death sentence. Notes:
Vampires will age up if gifted the arrangement, but they stop at elderhood, due to an immunity to dying of old age.
Scented arrangements can be cloned and copy-pastoed.
This encompasses both "Decay" and "Death". -------------------------------------------------------------------------------------------------------------------------- Next, let's talk about the most fun (for sadists) of the two: 2 - The Zazatototl Death Totem (Jungle Adventure)
This requires:
A vacation to Selvadorada.
A common, uncommon, or rare crystal.
Either lvl 7 Archaeology and an archaeology table, or the "Send to Jeweler for Refinement" interaction ($25). This is for the crystal you'll want to use.
Patience and determination.
The relics of the Omiscan spirits (Zazatototl, Totecallama, and Balampalsoh) come in 2 forms: Wooden and Golden.
The wooden relics are made up of a top piece (each corresponding to one of the three spirits) and a base piece (each corresponding to one of three elements: "Chaos", "Watcher", or "Death"). This relic type breaks after a few uses.
The golden relics are found with both parts already put together. This relic type never breaks, but is very rare.
Both types can be found through fishing, searching treasure chests, text adventures, and archaeological excavation. Be sure to stock up on supplies and/or bring highly-skilled sims, as both will take perseverance to find and (in the case of the wooden ones) put together.
Once either a golden Zazatototl Death Relic has been found, or a Zazatototl Top and Death Base have been put together, slot in the refined crystal of your choice. The name doesn't matter, only the rarity.
Common crystals will grant the power to cast an electrocution curse upon the target sim, which lasts for 3 days. If the sim survives one shock, they will be shocked again at intervals (without needing to re-cast). It usually doesn't take many of these for it to be fatal. Note that some victims can be lucky enough to outlive the curse. Simply re-cast and see if "lightning strikes twice" (so to speak).
Uncommon crystals will grant the power to cast a "spontaneous combustion" curse upon the target sim. Should they fail to extinguish themself or be extinguished, they will burn to death. Should they be extinguished, they will re-ignite at intervals for 3 days.
Rare crystals will grant the power to cast a poison curse upon the target. This will cause them to belch a vile green gas, put them in a dazed state, cause large, colourful spots all about their body, and will kill them within 3 days from the casting day and time. If not within the active household, this sim will have to be watched for the duration of the 3 days, as the cooldown glitches out if they zone away (This makes it more sinister, as it means you'll literally watch as they suffer and die).
Notes:
All three variants can kill vampires.
The Relics and bases can neither be cloned, nor copy-pastoed. You won't ever need more than one with a golden relic, but you'll have to find multiple tops and bases for wooden relics if you want to go on a world-wide killing spree.
This encompasses both "Suffering" and "Death". -------------------------------------------------------------------------------------------------------------------------- Final Notes:
Whilst the flower arrangement has no cure (it fast-forwards the process of aging, rather than murdering a sim), the relics do.
One can also buy ($1,000 on the computer), or have a native Selvadoradan craft the poison antidote for the rare stage (Ancient Bone Dust can be found whilst adventuring, or bought from vendors at level 5 Selvadoradan Culture skill).
The Statue of Madre Cosecha can cure any curse ($250).
Simming Tips #8: What Can (and Cannot) Kill Vampires?
Fun Fact: Vampires are immune to under half of the confirmed in-game deaths (thus far).
They cannot die of: Food (Or lack thereof):
Pufferfish (City Living) - Might get nauseous if they have Withered Stomach, but that's it (aside from the confident moodlet for avoiding death).
Starvation (Basegame/Vampires) - They don't die of thirst (which replaces hunger) in this iteration.
Temperature (they're intrinsically immune to temperature changes):
Sauna Overheating (Spa Day).
Extreme Cold (Seasons).
Extreme Heat (Seasons).
Aging (Eternal youth from young-adulthood):
Old Age - Once a vampire, they cease to age.
Death-Scented Flower Arrangements (Seasons) - they will age up due to the flower's effects, but not past elderhood.
Exhaustion/Drowning (Due to the changes in their Energy need):
Elder Overexertion
Research Machine Overuse (Discover University) - You can abuse the machine indefinitely with only bad moodlets and an irritating clicking sound.
Pools
Swimmable water (Island Living, Snowy Escape, Discover University)
Eaten In Koi Pond (Get Famous) - Functionally the same as drowning.
Emotions (Tier three) (Another intrinsic immunity, even without Dampened Emotions):
Hysteria
Mortification
Rage
They can die of: Poison: Jungle Adventure exclusive.
Poison Curse (Jungle Adventure) - A vampire dies within 3 days of the curse being cast upon them.
Antidote ($1k - Computer or crafted by a Selvadoradan using Ancient Bone Dust)
Statue Of Madre Cosecha ($250 - "Donate to Dispel Curse")
Trying to pass through a Poison Gate (Jungle Adventure) - This gives the "Feeling Icky" moodlet, and can progress to poison.
Just don't.
Antidote if you did.
Poison Darts (Jungle Adventure) - One temple defense for an incorrect puzzle activation. This gives the "Feeling Icky" moodlet, and can progress to poison.
"Examine" all puzzles before trial and error.
Antidote
Spider Bites (Jungle Adventure) - Can progress to poison if a sim obtains the "Feeling Icky" Moodlet.
Dr. Parker's Spider Repellent
Antidote
Bee Stings (Jungle Adventure) - Can progress to poison if a sim obtains the "Feeling Icky" Moodlet.
Guzmania Pollenis Flower
Antidote
Fire:
Being Caught In a Fire - Being near an object that's on fire (or in a fire-engulfed environment) can set a sim on fire.
"Extinguish"/"Extinguish Self"
Fire Foam
Fire Department (You're better off with the above)
Chillio (Realm Of Magic)
SimRay (Get To Work)
Jump into a nearby body of water (no, seriously)
Lava Bomb (Island Living) - Before it cools, it's a fire hazard for any sim that touches it. After it cools, it's safe to interact with.
Just wait until it cools.
Same options as Being Caught In a Fire.
Fire Flies (Jungle Adventure) - Causes a sim to catch on fire.
Dr. Drake's Fire Quencher
Same options as Being Caught In a Fire.
Spontaneous Combustion Curse (Jungle Adventure) - 3 straight days of randomly catching on fire.
Same options as Being Caught In a Fire - Survive 3 days.
Statue Of Madre Cosecha ($250 - "Donate to Dispel Curse")
Trying to pass through a Fire Gate (Jungle Adventure)
Just don't.
Same options as Being Caught In a Fire (Since you didn't listen).
Temple Defenses (Jungle Adventure) - One temple defense can light a sim on fire for an incorrect puzzle activation.
"Examine" all puzzles before trial and error.
Same options as Being Caught In a Fire.
Rocketship - Reported to cause immolation death.
Properly upgrade rocketship.
Rock Wall - "Fire Challenge" (Fitness Stuff) - Apparently failure is not an option you want to strive for.
Gain high fitness before attempting.
Electrocution (A sim that's been electrocuted can die if they come into contact with electronics):
Electronics - Can cause this with low handiness skill/bad mood.
Call a repair person.
Hone handiness skill.
Faraday Fizz (Jungle Adventure)
Take time away from electronics.
Dr. June's Weather Machine (Seasons) - Can cause this as a byproduct of user error.
Faraday Fizz
Stay away from electronics.
Robotics Workshop (Discover University) - Can cause this (frequently).
Craft and equip a Robo-Arm.
Faraday Fizz
Don't touch electronics.
Lightning (Seasons) - 2 strikes, and you're out.
Don't go out into a thunderstorm (especially if Erratic).
"Storm Chaser" reward trait.
Lightning Bugs (Jungle Adventure) - Same effect as if electrocuted by anything else.
Lightning Insulation Powder
Faraday Fizz
Don't even look at electronics.
Electrocution Curse (Jungle Adventure) - Random electrocutions for 3 days straight (should one survive that long).
Faraday Fizz
Statue Of Madre Cosecha ($250 - "Donate to Dispel Curse")
See those electronics? Don't touch 'em.
Trying to pass through an Electric Gate (Jungle Adventure) - Same as being electrocuted, but this will also kill if a sim tries to pass through twice.
Say it with me now: Faraday. Fizz.
Don't try it a second time.
Electronics? Who needs em? Not you (unless you want to die).
Sunlight:
Direct Sunlight (Seasons/Basegame) - If not immune, or if "Thin-Skinned".
Umbrella (Seasons) - Close and re-open if it doesn't work
Perfect Sun Resistance (Master rank - 15 points total)
Sunlight Drowning - Burning in sunlight drains vampiric energy, leading to drowning if swimming at the same time (It is the only activity (thus far) to overrule Death By Sunlight).
Don't swim in sunlight (or at least don't swim far out).
Impact Trauma (Vampires still have spines):
Murphy Bed Failure (Tiny Living) - Thank god we don't have foldable/stowaway coffins.
Repair (if broken) before use.
Crushed By Vending Machine (Snowy Escape) - Takes about 3 crushing failures for a vending machine to kill.
If the relevant injury moodlet shows up, it's time to leave.
Rock-Climbing Failure (Snowy Escape) - Takes low skill, no prep, and is least rare when climbing the 'Croft Icefall'.
Practice on small walls (or the one from Fitness Stuff) to level Rock-climbing skill.
Chalk hands.
Pre-climb stretch.
Purchase and equip climbing gear ($450) on the computer.
Being Eaten:
Cowplant - The first cake is a miserable lie. The second is an invitation to the Cowplant's stomach.
Keep it fed or feed it when its cake is stuck out (I know what I said).
Don't let a sim that's been ingested near it until the moodlet is clear.
The Mother (Strangerville) - Attempting to fight alone once will give you a severe beating. The second time she'll just eat you.
Enlist help before attempting.
Make sure to have vaccines on-hand.
Alternate tactics.
Don't try to fight her immediately after losing.
Insta-Ghost (Vampires also have ghosts):
Wishing Well (Romantic Garden) - "Wish For Youth" (Fatal outcome) - I mean one reason to wish for youth is for more time. You've plenty of time now that you're dead.
Donate 5k for a higher chance at a better outcome.
If unable to donate 5k, then donate 100 simoleons over and over until the face is joyful.
Avoid the hooded or evil smiling faces.
3 Drinks Of 'Beetlejuice' In A Row (Eco Lifestyle) - Made from "Beetle Nuggets" and lvl 10 mixology, 3 is the magic number.
If you must, then just drink them very far apart.
Invite a sim over to share a drink, or bring it to a bar and set it down.
Ghost Serum Glitch (Get To Work) - It doesn't happen all of the time, but sometimes the serum doesn't wear off...
This mainly seems to occur when used on an NPC.
Ambrosia, The Book Of Life, and De-deathify (Realm Of Magic) should work.
If the ghost is in the active household, "Wish For Life" can be selected through the Wishing Well (Romantic Garden).
Creature Attacks (Deaths caused by animals, critters, or denizens of something or other):
Shark Attack (Island Living) - Despite being immune to drowning and being unable to be eaten by the denizens of the pond in Get Famous, the "shark attack" from Island Living (though the animation looks like drowning) can still kill a vampire.
Avoid Mua Pel'am and Foxbury's waters (credits to @EgonVM ).
Leave the water immediately if a shark is sighted (scared moodlet), unless the sighting occurred in Lani St. Taz or U-Brite, in which case you'll be fine (credits to @EgonVM ).
If a sim is pulled under once, have them exit the water immediately (credits to @EgonVM ).
Swarm Of Flies (Eco Lifestyle) - Unknown if they devour your sim, or suffocate them. This death is extremely rare, and only occur on lots with the "Reduce and Recycle" trait. "Bonding With" or "Clearing Out" the flies when they swarm the trash bins can end badly for a sim.
This death is so rare, you'll likely never encounter it.
If it still is a cause for alarm, then just make sure to clear trash regularly, or avoid the 'Reduce and Recycle' lot trait.
Evil Chicken (Cottage Living) - Vampires can be killed in multiple fights with an evil chicken. (Thanks to @Gagea for the confirmation)
Take the loss like champ and walk away.
Cannot Confirm:
Rabid Rodent Disease (My First Pet Stuff).
Anything in 'Journey To Batuu'.
Anything in 'Werewolves'.
Rabbits (Cottage Living)
Note:
Despite prior testing, recent trials have shown that vampires are not (or possibly are no longer) immune to poison. Beware of the "Feeling Icky" moodlet, and get your vampires an antidote if nature decides to "bite back".
This pack was so thorough, I could argue that outside of a few extras, some reminders, and what I'm about to divulge, the game tells you everything you need to know, and will repeat it if you need. If you're looking for the "Beginner's Guide To People With Incredibly Sharp Canines", I would like to direct you to 3 places:
The Computer - Simply search for info about vampires, read the notifications, and move on to #2.
The Encyclopedia Vampirica - This 4 volume series of vampiric lore tells you practically everything (and some fluff) in the notifications that pop up, all whilst teaching you to make plasma packs, garlic crafts, and bar drinks that'll either help or deter vampires.
Vlad - Yes, that call he makes the first time you pop up a fledgling fresh off of CAS (or as a sim in-transition after a bit of "wrist action" with another vampire) is not only helpful in learning vampire lore (as in gaining the skill), but also informs you of some vampiric mechanics as well. He'll even send over a few packs (if you're a vampire) to start you off. He then calls 3 more times (once a night), each time upping your lore skill, as well as giving more mechanics info. The final call is just to congratulate you and ask if you want him to pop over for training (good for those "homebody" vampires).
Note: The top option is what you want. The bottom option tells him to take his tidbits elsewhere.
Now for the main event: 1- Infinite Potential - The leveling and power system for vampires is and was the best occult system around. It worked with the sheer customisability of the lifestate, and made the grind worthwhile and flexible in its operation. Should one want to cheese the system, however, there are two ways to do so: "Search for Information on Vampires" and the "Ultimate Vampire Tome". Both of these methods work indefinitely, meaning that should you so desire, you can rank up to (and past) Grand Master, obtaining all of the powers you like.
2 - What Is Dead May Never Die...At Least By Normal Means - Vampires are immune to just under half of the current in-game deaths. I have documented what can (and cannot) kill them here. Suffice it to say that it takes a spectacle to kill a vampire...but that just means fate will have to try harder.
3 - Dark Form? What Dark Form? - Vampires are the only occult (thus far) to not only have an alternate form that can be un/linked in CAS (with a multitude of checkbox options using the 3 dots), but can also be deleted. Simply go into said form, then click the X in the corner of the portrait. When next generated, the dark form will perfectly match the normal form. Notes:
Changing into one's dark form also counts towards the "Wear Costumes" holiday tradition.
Born vampires' dark forms are based upon their parents' (the genetics carry over, just like their normal form).
4 - I See Garlic Breath... - Vampires are the only lifestate that can see a stench emanating from garlic, be it planted or hung. This stench is similar to that of spoilt food. This rings true, even for "Garlic Immune" vampires.
https://i.imgur.com/g4KCh8U.png Pictured on the left: The view of any sim but a vampire. Pictured on the right: Condensed misery.
5a - Look Who's Coming To Dinner - The 'Vampire Nexus' lot trait makes it so you can make anywhere your "Forgotten Hollow away from Forgotten Hollow" (minus everything that makes FH unique) by drawing vampires to the neighborhood, and your door. Granted, you may not see more than one or two here and there, but it works. Alternatively, you could just befriend a bunch of vampires, then watch them turn up at your door one by one.
5b - Aww, it's a...bat? - With the 'On a Dark Ley Line' lot trait, any sim couple (of any species) can add a little biter to the family. I found that if an alien was only one half of the couple (the other being mortal), then the hybrid would just be a brightly-coloured vampire (since hybrids were never truly aliens). For every other occult, I found that this lot trait created hybrid vampire-s with missing functionality from one or both sides of the Vamily. Oh, and you'll also get a sweet vampire baby bassinet.
https://i.imgur.com/tO97FHn.png Spell-Vamp with no spellbook or charge meter. https://i.imgur.com/ohYOKoU.png Mer-Vamp with no mermaid tail, powers menu, or hydration.
5c - Government Assistance - Unlike signing up for actual government assistance, the 'Registered Vampire Lair' lot is a one-second sign-up for the Vampire Council to send anything from garlic crafts (readymade) to the Encyclopedia Vampirica. I myself have seen Plasma Fruit, plasma packs, Wolfsbane, Sixam Mosquito Traps, frog packs, fish packs, garlic braids, the Encyclopedia Vol 1, and garlic. It may only come around once per week, but it does come...unlike actual government assistance.
https://i.imgur.com/otGS6Ta.png It's pretty much a "Vampire Starter Kit".
6 - War Ready - Vampires, when enraged, change into their dark form autonomously, then seek out the nearest mortal to feed on (even if at full thirst). The same occurs when at critical low thirst. Talk about "intimidation tactics".
7 - Intervention Time - Only at "best friends" status can a sim "offer to cure" a vampire (with the cure in their inventory). This will provide the vampire with a happy moodlet when cured, rather than the sad one from being "slain" through combat. We love you and want what's best for you.
8 - Keep an umbrella handy - With Seasons, vampires began using umbrellas autonomously to block out the sun (only if they aren't immune). If a vampire does not have one on-hand, they will burn (so buy an umbrella stand and pick out your favourite). Sometimes they will burn even with it open - in this case, all that has to be done is for the vampire to close and re-open it.
9 - Just Need Something To Take The Edge Off - The need for plasma is not a measure to stave off death, but rather to prevent the effects of a cyclical addiction. Whether inclined to the thrill of hunting another sim, adamant regarding consensual imbibement, particular about not sinking one's fangs into flesh, or more inclined to the ruse of mortality, there are some things to consider that can help to structure one's nocturnal diet:
A sim that has been drained cannot be drained again until the relevant uncomfortable moodlet has passed. To circumvent this, any method that removes uncomfortable moodlets can be used to eliminate the cooldown (i.e. a mud bath (Spa Day)).
If a vampire communes with an Island Spirit on a lot with the "Island Spirits" lot trait, then they have a chance of receiving the +1 Happy moodlet, "Island Abundance", which locks their thirst at max for the duration of the moodlet itself.
Per the normal decay rate of thirst (which does not change based on ranking), thirst takes around 36 hours to fully deplete to the point of pushing a vampire to "drink uncontrollably". Based on my testing, the amount of plasma it takes to reach full satiation is as follows (keep in mind that this is regardless of how much each method does, but rather how much it takes to complete the bar, give or take):
Plasma Fruit: 11.
Fish: 8-9 packs.
Plasma Jane: 8 glasses.
Plasma Salad: 8 servings.
Frogs: 8 packs.
Medical Packs: 5-6 packs.
Small Drink: 4 drinks.
Ask permission: 3 drinks.
Drink Deeply: 2 drinks.
Certain activities and effects can speed up the thirst motive's decline:
Rock Climbing.
It's in the blood - If an infected sim (Strangerville) is bitten, the vampire will contract the infection.
Vampires cannot drink from ghosts - The options won't even appear.
Vampire cannot drink from one another - In case you hadn't already attempted it.
10 - Like Fine Wine - "Divine Drink" is a secondary (somewhat rare) happy moodlet that can appear alongside the "Sanguinary Satisfaction" one. This is derived from random sims, and the selection thereof has no discernible reason or rhyme to it (thus far). Also, a sim that gives the moodlet in one save, may not in another.
https://i.imgur.com/QRITjcz.png It's a compliment. https://i.imgur.com/WbyDB0N.png Fang-lickin' good.
11 - A Drain On Resources - Vampires can use their targeted powers on any sim they set their sights on, but there are some caveats:
Grim is off-limits - Should one try to cast anything but 'Emotional Influence' or 'Alluring Visage' on The Reaper, one will be met with greyed out options and a message that he is "controlled by forces you cannot meddle with" (something along those lines). Should you try and bite him...
https://i.imgur.com/I6Eia3W.png That...actually makes sense.
Sims can resist being bitten/affected by abilities - This grants them a 2-hour reprieve from being targeted again. I've found this happens more often when low on vampire energy, if you have 'Day Phobia' (whilst it's daytime), daytime (in general), a bad mood, or bad luck.
Servos are immune to 'Deprive Needs' - Literally every need is locked out of being deprived by the ability. Sure, the animation plays, but there's no effect.
Plantsims cannot be drained of "Water" - The "Water" need takes the place of Bladder for Plantsims, but casting "Deprive Bladder" does nothing to affect it.
Mermaids can be drained of hydration - "Hydration" takes the place of Hygiene for merfolk, and (surprisingly) it can be drained by casting "Deprive Hygiene".
Vampires can cancel out certain deprivations - Vampires with 'Odorless' cannot be targeted for "Deprive Hygiene". Similarly, "Deprive Energy" and "Deprive Bladder" also cannot be cast on a vampire (Vampiric Energy is tied to powers, weaknesses, and sunlight). One can drain a vampire's thirst, however.
12 - Much Ado About Powers:
'Eternally Welcome' works the same as the lock/unlock function (save for locking/unlocking the door for specific sims), but can be used even off of the active sim's home lot. When used on the door considered to be the "front door" of the home (the one you can knock at), it opens up the home for exploration (the same as knocking, but much cooler), even if no one lives there. Can anyone say "squatter's rights"?
If used to enter a lot with the "Celebrity Home" lot trait, the caster (and sims in the same household) will gain the "Exclusive Access" +4 happy moodlet while on-lot.
Sims react in surprise to sims talking to themselves whilst 'Cast Hallucination' is active. Some will even stop to laugh and point.
Bat Form and Mist Form can teleport to any location, so long as there's a place to stand. This includes the insides of rooves, flat rooves, and areas with no door/ladder/stairs. (Same is true with Transportalate and Medi-portation, though the latter was the only one capable of it until Snowy Escape).
https://i.imgur.com/WZte2lt.png So this is what the inside of a roof looks like.
The "Sit" Command makes a sim kneel down (like when playing with toys or interacting with a younger sim), though it is a "hit or miss" (usually a miss) on if it works.
The "Workout" Command causes a sim to utilise the closest workout method available, and can push an elder sim to overexertion, but not beyond that (you'll have to push them off that cliff, yourself).
The "Leave" Command can be used on table vendors in order to force them to switch off (without having to leave and come back).
The "Wake Up" Command is one of only a few ways to awaken a vampire with the 'Vampiric Slumber' ability.
Rank 3 of 'Vampiric Strength' grants sims the ability to crush crystals and metals/minerals into elements (like the Alien 'Transmutation', but more straightforward).
'Vampiric Charm' doesn't just make it easier to romance sims, but when initially hit with it, sims of the caster's preferred gender (of-age and who also have a preference for the caster's gender) will initiate flirting with the caster. This can be used to bypass the "Attempt Introduction" phase with celebrities.
'Vampiric Slumber' makes it impossible to awaken a vampire save for by fire, the 'Command' power, or by their own volition. This means you can watch tv and blast the radio, and the sim will still be snoring away.
Vampires with this ability (regardless of tier) will very likely (if not always) fall asleep after woohooing in a bed. This is true even if they have the 'Slumber Of The Undead' power.
When a sim has been wiped by 'Drain Life Spirit', every relationship they have drops to "strangers" level, even with the caster (easier than divorce, and with none of the emotional baggage). However, once they have been drained, the option appears to 'Restore Life Spirit', which does not return their relationships (as one might imagine), but instead grants a long confident moodlet, as well as increased immunity to vampiric abilities and biting for the next few days (save for Emotional Influence). - Neither the former nor latter have to be done by the same vampire, and the option is still available, regardless of the victim's current occult status.
Vampires with 'Supernatural Speed' can go places super-fast whilst holding a toddler.
'Dampened Emotions' rank 2+ diminishes the effect of other emotions. I don't just mean it blocks them with the "fine" moodlet, but that it lessens their strength as well.
'Emotional Influence' rank 3 can pretty much kill a sim with embarrassment, anger, or playfulness. If it does not, it won't take much more to do so (Hint).
A vampire can dispel any sustained effects from another vampire, so long as they have access to the originating abilities. This includes the self-casted 'Vampiric Charm'.
Vampires with the 'Vampire Creation' ability can detect other occults through the inability to turn another sim. The option will be greyed out, and the tooltip will state their occult status.
13 - Weakness Schmeekness:
Vampires with the 'Withered Stomach' weakness can still drink...anything, really. This includes Plasma Fruit (because apparently they "eat" it through a straw) and Honey (which counts as both a food and a drink). They cannot, however, eat Plasma Salad.
Vampires with the 'Sleep Of The Undead' weakness can still sleep (and nap) in tents (Outdoor Retreat and Snowy Escape), "lounge" (functionally the same as sleeping) on the 'Outrigger Canoe' (Island Living), "nap" in toilet bushes (Get Together and Jungle Adventure), and sleep in Mt. Komorebi's ice caves (Snowy Escape).
Vampires with this weakness can still woohoo in a bed, and will very likely (if not always) fall asleep afterwards if they have the 'Vampiric Slumber' ability (regardless of tier).
Other vampires won't lose relationship with a vampire that has the 'Uncontrollable Hissing' weakness.
'Insatiable Thirst' decreases the time it takes to get to a completely starving state (full depletion) by just over 1/2, dropping it from a total of approx. 36 hours to approx. 14. This calls for 2.5x the amount of plasma needed to maintain satiation within a 36-hour timeframe. Despite requiring more plasma overall than 'Sloppy Drinker', the resources are spread out more, making it less intensive in the short-term.
'Sloppy drinker' ups the necessary total of plasma needed to reach satiation to 2x the amount (dependent upon the source). Based on the number needed per normal depletion rate of plasma (around 36 hours), this is the "lesser of two evils" between the two thirst-affecting weaknesses in the long-term, whilst short-term it is more resource-intensive.
The "Carefree" reward trait does away with the tense debuffs caused by both 'Guilty Drinker' and 'Day Phobia'. Despite this, vampires will still be less likely to succeed in casting targeted abilities (and biting) during the day, and will lose energy at rank 2+ of 'Day Phobia'. The trait effectively wipes away any ill effects from 'Guilty Drinker'.
14 - Solar Eclipse:
Vampires are governed largely by moodlets in regards to their cooldowns. Should you decide to forego sunlight immunity, a 'Sunlight Reversal Cocktail' grants a 4-hour resistance to the sun (and replenishes your energy, like a solar battery). However, if coupled with additional energised moodlets (such as a bath/shower and a quick workout look-up on the computer), it can do up to 12 hours of sunlight resistance. By the time it wears off, it's sundown.
Speaking of sundown, beware of the season, as sometimes sundown does not come at 6-7pm, but as late as 9pm in some cases.
Speaking of sundown (again), the 'Child of The Moon' power grants a moodlet that acts as an indicator for when it's safe to go out.
Bonus Tracks:
Your sire matters...well, their rank does, anyway. A Grand Master sire will get you to around 3/4 of the way to "Minor" rank, and the rest of the ranks (sire-wise) taper down by nearly 1/4 each.
Whilst recognised as such in gallery photos and the UI button for the needs panel, babies, toddlers, and children are not functionally considered vampires until they reach teenhood. This means they subsist on normal foods, do not burn in the sunlight, have no (alterable) dark form, and cannot digest plasma.
Related to children, the 'Bearcula' vampire bat stuffed animal has a unique property:
https://i.imgur.com/dsKPmvl.png That's not a window he's sitting in front of...
Despite having no reflection in mirrors, a vampire's reflection is visible in water.
The reward traits that affect tiredness and hunger do nothing for vampires.
If a vampire communes with an Island Spirit on a lot with the "Island Spirits" lot trait, then they have a chance of receiving the +1 Energised moodlet, "Island Energy", which locks their vampiric energy at max for the duration of the moodlet itself.
This does not prevent death by sunlight, so don't count on it as a replacement for an umbrella, Sunlight Reversal Cocktail, or that one face mask from the Spa Day refresh.
The items of interest below have no real heavy impact on your builds, and their functional contributions range from middling to none.
1 - Bed Upgrades - The age-old practice of upgrading from one bed to the next was done away with when Maxis introduced the ability to upgrade one's existing bed. With this came 2 upgrades:
Mattress Firmness: Has a chance of sims awakening in a happy mood.
Massage Controls: Nearly halves the necessary sleeping time for sims to reach full energy.
The latter of the two becomes less potent the more expensive the bed is, but for the most part all beds are on par with one another (or nearly so) once upgraded with Mattress Controls (source and credits).
https://i.imgur.com/OJXvQLP.png Slept like a baby, and didn't even need Cordelia's bed to do so.
2 - Library Skill Books - There's a legendary debug bookshelf that holds within it untold knowledge. This bookshelf resides within the 'Willow Creek Archive' library, as well as the 'Library Escape' (the upgraded version that came with 'Kids Room Stuff'). It cannot be cloned, doesn't change colour, and looks just like a basegame bookshelf. The difference is that this version holds most of the basegame (as well as one JA and one 'Vampires') skill books.
https://i.imgur.com/TinKw5G.png Behold...infinite wisdom in a light wood tone.
When placed in a library, all other bookshelves will spawn the same books, allowing your sim (and the community) to learn marketable skills, free of charge. To duplicate it, the shelf must be walled off in a secluded room, then the room must be saved to your library. Simply plop it down in a basement or the library proper, and reap the benefits.
3 - Sandboxes - Ever wanted to build a sandbox on yours or a community lot? ...No? Well I'll tell you how, anyway. First you'll need sand. The terrain paint sands work just like those of the desert and beach areas within certain worlds.
https://i.imgur.com/Cw1W1Va.png Building sandcastles is a grown-up's game.
Lastly you'll need a fence around your sandbox area, but sims will need to be able to get in and out. Luckily (or "unluckily" if you were hoping to protect your precious "granular masterpiece") there are 5 fences in the game which allow for easy traversal (from left to right):
https://i.imgur.com/35oSeEg.png You've got the makings of Ft. Knox right there.
4 - Mermaid Playground - Mermaids, just like everyone else, can swim around just fine in any-sized pool, but should you decide to stop torturing the poor fish-people, a 7x10 pool gives them complete freedom of motion to make themselves dizzy by swimming around and around without touching the edges.
https://i.imgur.com/HgNp0mW.png Now to build a basement with windows alongside it, then a fence around the perimeter of the pool.
5 - Door Direction - See that door you're about to put down? Do you think it'll look better opening into the room or out of it? The direction of the arrows is opposite to the way the door(s) open(s).
https://i.imgur.com/nciUThH.jpg You're either in...or you're out. You can just go to build mode if you change your mind later.
6 - Chimney Smoke - Want some vfx style points? Get yourself a fireplace, then put a chimney on the roof (roof decor). If it's unsightly, just surround it with half-walls. The result is smoke emanating from the chimney each time the fireplace is lit.