Forum Discussion
- BissenNessSeasoned Veteran@LJK I think of PlantSims as an abandoned concept at this point. Yes, you can still make them, but it's a lot of work, and I feel like they're less interesting than the PlantSims from Sims 2. One of the rare cases of Sims 2 doing an occult better than Sims 4.
"CAPTAIN_NXR7;c-18219978" wrote:
Ok, so I’m beginning to see a pattern here.
Last year we had a Wedding GP. . .
This could mean that the Gamepack that follows might be themed around death and funerals and - let us hope for the WORST ☠️- a Grimm Reaper Career!
Now, wouldn’t that be the perfect occasion for Ghost CAS to enter into the equation? Ideally, Ghost CAS would give us an option to choose a dark entity form or some other kind of ghastly manifestation, such as the banshee or an apparition similar to Closet Mouth, you know that weird portal dude from Poltergeist.
All of this could and SHOULD be cross pack compatible with Paranormal and the likes.
I think I’ve got it all figured out.
I was never interested in My Wedding Stories, but My Funeral Stories would be right up my ally! It could introduce a new CAS-creatable "Specter" life state with a needs panel like the one I described above, and other features like you described. Also, if you own the pack and you invite a ghost to join your household, they would become a Specter. The BB and CAS assets could go modern goth (Vampires has the Victorian concept covered). Also they should introduce wake and funeral social events, but not micro-managy like the weddings, and coffins for dead people. Ideally they'd collaborate with Fake Gamer Girl. - samsam713Seasoned Newcomer
"Eleri;c-18220030" wrote:
I'm not interested in CAS ghosts until they make ghosts make sense. Why do they have hunger and bladder need? To me, ghosts should only have three needs: fun, social and energy. The energy needs to be a special "spectral energy" that works differently from mortal body energy. They should have their own unique way of recharging it, sort of like the way vampires can use dark meditation to recharge vampiric energy.
I agree 100%! This reminds me of an old suggestion of mine:"Simmer_chiyen;d-978757" wrote:
Other than alien, mer-sim, plant-sim, and ghost, I think the life states in The Sims 4 are quite detailed and well-done. Here, I have some suggestions on how ghosts can be re-worked to appear full-fledged and logical.
Needs
Ghosts shouldn’t have as many needs as regular sims. In my opinion, a ghost would only have Fun and Social needs. Other need-based actions should only be taken because of their death types, which brings us to the next point;
Actions / Animations
Ghosts perform need-based actions such as eating, sleeping, or showers because of how they passed away. For example, a sim died from starvation would find something to eat when they appear, but the food would not affect the ghost in any way (See: Appearances). Moreover, ghosts would actively avoid or receive strong negative moodlets when exposed in certain situations, based on their death types. For instance, a drowned sim would avoid going into a pool or open water, and would get a +7 Fear moodlet when they do so.
Right now, ghosts would still route with doors in mind. I think ghost should use a direct-point method for routing since they can pass through solid materials. Their animations can also use some fine-tuning, as they still present the running and stair-walking animations like regular sims. I would suggest ghosts use the floating animation at all times when moving, only difference is their speed.
Appearances
Since ghosts are no longer regular sims, I think their appearances should be locked-in as the day they passed. They should not become fat or lean because of over-eating or exercising. As the food pile is a base game debug object now, I believe it is the perfect time that eating or drinking anything for a ghost should create a food pile or puddle on the floor.
What do you think? Add onto the tread if you have more ideas for this life state! - BissenNessSeasoned Veteran@Simmer_chiyen I love the idea of ghost behaviors being influenced by there manner of death. Here are some thoughts:
-Ghosts who died of cold gravitate towards campfire activities and warming themselves at a lit fireplace.
-Ghosts who died of heat gravitate towards pools and sprinklers.
-Ghosts who died of hysteria never autonomously tell jokes and get annoyed with anyone who tries to tell them a joke, giving the other person an embarrassed moodlet. In general, their behavior is similar to having 0/10 playfulness in the sims 2, gravitating towards serious things.
-Ghosts who died of the death flower get uncomfortable around plants.
-Ghosts who died of rabid rodent fever have a special "hates pets" trait that works similarly to the "hates kids" trait.
-Ghosts who died of exhaustion never get flirty and always reject romantic interactions from others.
-Ghosts who died from poisoning have a sort of unadventurous trait, where they are always happiest when they are at home and they don't like to travel.
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