Forum Discussion
7 years ago
@LittlBowBub
That might just work. I'll have to look into what kind of edits could be done to the cowplant, how extensive it would need to be.
Sounds good to me. Expanding on what you said (and I think you mentioned something like this earlier) how about Water is going to drop puddles every now and then when their skill level is low. Once they get to higher skill levels, they get control over it. Maybe if their energy is low, they'll drop puddles as well, even if their skill level is high.
Electric: Maybe they get tense from unused static charge buildup? Again, like with water, could be a thing where when they get to a higher skill level, they have more control over it. Repairing things or using their powers on somebody/something could reduce static buildup maybe.
Superspeed: Could maybe get dazed from too much running around, which, if built up too much, causes them to change to the sleepy walkstyle temporarily while they recover. (I think there may be a way to make this work on a technical level, as IIRC, vampire superspeed has some setup where it uses a small amount of vampire power as you move). Like the others, higher skill could mean overcoming this, or making it less likely.
As far as the general thought of skill and overcoming a weakness like that, what are your thoughts? I'm afraid of making it in such a way that it's too boring at high skill level, but at the same time, that is how some existing Sims 4 skills are. Like Cooking has the risk of starting a fire, which pretty much goes away after a few skill levels.
So on this note, I just did a little testing/researching with ghost stuff. In the spirit of "sharing behind the scenes stuff," it looks like culling (the thing that removes ghosts from the game and such) does a check to see if a sim is a ghost by checking against a list of all of the existing ghost traits:
This is good news as it hopefully means that culling and anything else like it that's unpredictable that might apply to a ghost can be left out while making a "ghost trait" that is only "ghost" in that it adds the visual ghost appearance. I did some preliminary testing with this and was able to make a sim look like a ghost, while having a normal walkstyle and (as far as I can tell) being a normal sim.
What about using the cowplant instead of all varieties of plants?
Cowplant gives sim boost - sim gives plants boost?
I know that still requires a lot of coding and magical modding abilities :lol: but would only the cowplant having the ability to fill the sims needs lessen the load?
That might just work. I'll have to look into what kind of edits could be done to the cowplant, how extensive it would need to be.
I'm liking these :smile:
Other little things:
Fire - Sims around them could get singed when they are angry putting them in an uncomfortable state.
Water - Not too sure, maybe an embarrassed moodlet from uncontrollable water issues :joy:
Electric - Something to do with being tense (again not too sure)
Superspeed - Dazed might fit in here somewhere?
Not very elaborate I know, but it might spark some more ideas later on :smile:
Sounds good to me. Expanding on what you said (and I think you mentioned something like this earlier) how about Water is going to drop puddles every now and then when their skill level is low. Once they get to higher skill levels, they get control over it. Maybe if their energy is low, they'll drop puddles as well, even if their skill level is high.
Electric: Maybe they get tense from unused static charge buildup? Again, like with water, could be a thing where when they get to a higher skill level, they have more control over it. Repairing things or using their powers on somebody/something could reduce static buildup maybe.
Superspeed: Could maybe get dazed from too much running around, which, if built up too much, causes them to change to the sleepy walkstyle temporarily while they recover. (I think there may be a way to make this work on a technical level, as IIRC, vampire superspeed has some setup where it uses a small amount of vampire power as you move). Like the others, higher skill could mean overcoming this, or making it less likely.
As far as the general thought of skill and overcoming a weakness like that, what are your thoughts? I'm afraid of making it in such a way that it's too boring at high skill level, but at the same time, that is how some existing Sims 4 skills are. Like Cooking has the risk of starting a fire, which pretty much goes away after a few skill levels.
I think this would be very fun to see!
So on this note, I just did a little testing/researching with ghost stuff. In the spirit of "sharing behind the scenes stuff," it looks like culling (the thing that removes ghosts from the game and such) does a check to see if a sim is a ghost by checking against a list of all of the existing ghost traits:
TargetSim
101679
101680
101681
101682
101676
101683
101684
101685
101704
103599
119951
125534
137461
151547
176264
181918
182185
184951
186331
190748
This is good news as it hopefully means that culling and anything else like it that's unpredictable that might apply to a ghost can be left out while making a "ghost trait" that is only "ghost" in that it adds the visual ghost appearance. I did some preliminary testing with this and was able to make a sim look like a ghost, while having a normal walkstyle and (as far as I can tell) being a normal sim.
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