Forum Discussion
7 years ago
@LittlBowBub
That makes sense. Not sure how doable it is or not off the cuff. Should be some way to have powers that affect plants. It was something I considered at one point with the Sorcerer mod, but I don't remember what stopped me.
Proximity to plants as filling needs... sounds like a fun concept. That one in particular I'm not as confident about. Some objects can give out auras which apply a special buff (like the ones you toggle on and off). So there's certainly something like it that exists. But ideally, we'd want the proximity to work on the sim's end, not on the object's end. Otherwise, we'd need the special buff to be present in every single plant object's code.
There are definitely such a thing as proximity buffs in relation to one sim and another. I don't remember how exactly it works off-hand. It it could be applied to something like plants.
I'm going to guess probably to some extent, but I don't own Seasons and haven't looked under the hood at how its weather works, so I'm kinda blind on that one.
Hmm. Probably best for it to be based in practice and leveling up to some extent?
I need to wrap my head more around what's possible to do with the interaction system.
Provided there isn't requirement for extra/new animations, I'd say on a pure numbers level, should be doable.
Haha, I hear you. I'm not totally sure on some stuff myself.
I think so yeah, sounds like fun. Speaking speculatively, should be able to mimic the kind of setup the gradual vampire change uses.
So gathering some thoughts together and speaking to the strengths/weaknesses as talked about earlier (not closing anything off here, just trying to organize some thoughts):
Sounds like probably core power types that would be most possible:
Fire
Water / Plants (or would these be two separate things?)
Electricity
Superspeed
Ghost-form/Invisibility (maybe - I need to test that one and see if there's a way to avoid simply making them a ghost while still giving them the appearance of one)
Some thoughts on strengths/weaknesses (possible stuff, not meant to be the only attributes):
Fire: (weakness) anger emotion is stronger and lasts longer, (strength) cooking is way easier? / results are better
Water: (weakness) sadness emotions is stronger and lasts longer, (strength) gardening is way easier / results are better
Electricity: (weakness) occasionally periods where static electricity is high, sims can get shocked from being near them and lose relationship, (strength) repairing is way easier / results are better, can't get shocked when trying to repair
Superspeed: (weakness) can't toggle off the superspeed, pondering (logic skill) is harder to gain since everything moves so fast, (strength) fitness gained much faster, energy decays much more slowly
Yeah and also fill other sims needs as well, I guess a healing power like you mentioned before. It could be used for both good and evil. As an example, filling one need might take away some of another? Unless you use some other source like an object (or if evil, another sim). In combat it could be used to steal energy from the opponent making them too weak to fight.
As an example, sims with regenerative powers could also be good at gardening as they could maybe use their powers to make healthy, good quality plants or something like that. Like natures power? Being around plants could help fill their needs?
That makes sense. Not sure how doable it is or not off the cuff. Should be some way to have powers that affect plants. It was something I considered at one point with the Sorcerer mod, but I don't remember what stopped me.
Proximity to plants as filling needs... sounds like a fun concept. That one in particular I'm not as confident about. Some objects can give out auras which apply a special buff (like the ones you toggle on and off). So there's certainly something like it that exists. But ideally, we'd want the proximity to work on the sim's end, not on the object's end. Otherwise, we'd need the special buff to be present in every single plant object's code.
There are definitely such a thing as proximity buffs in relation to one sim and another. I don't remember how exactly it works off-hand. It it could be applied to something like plants.
What about sims that could control the weather? Would this be possible?
I'm going to guess probably to some extent, but I don't own Seasons and haven't looked under the hood at how its weather works, so I'm kinda blind on that one.
To do with fighting, how would that work? Would it be a random chance of who would win or could skills, energy, fitness etc contribute to the outcome? I think it would be good if they have to practice and level up their powers to unlock more options.
Hmm. Probably best for it to be based in practice and leveling up to some extent?
I need to wrap my head more around what's possible to do with the interaction system.
Could different fighting techniques be implemented? Like a power attack of some sort which deals more damage but is more demanding on the sim, such as a bigger energy decrease and perhaps a cool down to when they can next use it?
Provided there isn't requirement for extra/new animations, I'd say on a pure numbers level, should be doable.
Ooh so many ideas but getting them from head to keyboard is difficult. Plus I don't know whats doable and whats not :lol:
Haha, I hear you. I'm not totally sure on some stuff myself.
Would you be able to implement (so many questions lol) a sort of 'going through the change' of becoming a superhero or villain? Like when they first realise they have gained a power little mishaps happen like for example, a water power leaving puddles around, and fire power accidentally setting fire to things (but they are obviously immune to fire so cannot burn to death once they have that power). Lightening power could maybe break electrical objects around them.
I think so yeah, sounds like fun. Speaking speculatively, should be able to mimic the kind of setup the gradual vampire change uses.
So gathering some thoughts together and speaking to the strengths/weaknesses as talked about earlier (not closing anything off here, just trying to organize some thoughts):
Sounds like probably core power types that would be most possible:
Fire
Water / Plants (or would these be two separate things?)
Electricity
Superspeed
Ghost-form/Invisibility (maybe - I need to test that one and see if there's a way to avoid simply making them a ghost while still giving them the appearance of one)
Some thoughts on strengths/weaknesses (possible stuff, not meant to be the only attributes):
Fire: (weakness) anger emotion is stronger and lasts longer, (strength) cooking is way easier? / results are better
Water: (weakness) sadness emotions is stronger and lasts longer, (strength) gardening is way easier / results are better
Electricity: (weakness) occasionally periods where static electricity is high, sims can get shocked from being near them and lose relationship, (strength) repairing is way easier / results are better, can't get shocked when trying to repair
Superspeed: (weakness) can't toggle off the superspeed, pondering (logic skill) is harder to gain since everything moves so fast, (strength) fitness gained much faster, energy decays much more slowly
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