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LittlBowBub
7 years agoNew Veteran
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.
I'm liking all these :smile:
Superspeed: Could also have the opposite effects, if they haven't used their superspeed powers for a while they could get bored that things are moving too slowly.
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 that once they max out their power level it would make sense if there is no more randomness to when a weakness might strike. However, like with everybody, things like really low energy, hunger, an illness or lots of stress causes you to not function at your best. Even the most powerful superheros still suffer from some kind of weakness.
An exhausted, starving, sad superhero probably isn't in the best state of mind so it would make sense that whilst in that kind of situation a weakness might occur. :smile:
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(This is really interesting, if you don't mind sharing more 'behind the scenes' then i'd love to see. I'd like to get a better understanding of all the coding and 'modding things' involved and then hopefully one day understand it enough to have a go myself :smile:)
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.
So as long as the invisibility superpower trait doesn't contain these the game won't register the sim as an actual ghost and will leave them alone?
When taking the appearance of the ghost and applying it to a sim, will they also change colour with moods or stay white/clear?
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