Children returning from school too early
Hi, I have been dipping into playing the Sims 3 after years of only playing Sims 4, so forgive me if the answer to this is an obvious one! (P.S., I'm loving it!). Anyway, on a couple of occasions, my Sims' children will walk in the door at midday, even though they left to school on the bus in the morning. I can't figure out why. Is this a glitch or am I missing something? Also, they will randomly have days off even when it isn't a snow day. It will just say there is no school till the next day. I am attempting the 100 baby challenge in the Sims 3, and I have noticed the random day off usually occurs after I age up a teen to YA and move them out via edit world. But the children randomly coming home at midday doesn't occur after I make such a move. TIA.11Views0likes1CommentFields of Gold Legacy
I started another legacy. This one begins on an abandoned, run-down farm in Alryne Valley. This lot is available in my Studio on the Sims 3 Exchange. My name is Jade Fields. I am from Bridgeport, but I hate city life. It was crowded, and the air quality left much to be desired. I moved to Alryne Valley about a week ago and have been renting a room at TexanSky Lodge. It is a stark contrast to Bridgeport. I think I'll be happy here. The climate is pretty mild. The spring and fall are nearly twice as long as the winter, and the summer is longer than the spring and fall combined. The entire year is 7 moon cycles long. I have always dreamed of owning a nectary. Last week, I visited a run-down piece of land in the hills outside of town. I was shocked at how dilapidated it was, but it should be worth at least §70,000 once it's cleaned up. I am ready and willing to do the work. A wind turbine on the property supplies electricity to the buildings. The biggest selling point was the Nectar Making Machine in the barn. The previous owners said that it works, but I have my doubts. Once I grow some grapes, I will find out for sure. I'm glad that I am handy. I might be able to coax it back to life. I purchased the property at auction for §15,000. I have named it Fields of Gold. Edited: Her traits are that she is a great kisser, loves the outdoors, is a natural cook, has a green thumb, and is a cat person. She likes fruit parfait, Classical music, and Irish green. I changed one trait to green thumb, but the rest were traits she was assigned. And, of course, I gave her Bottomless Nectar Cellar for her Lifetime Wish. Read the complete chapter by clicking the oldest link in the reply below.314Views4likes25CommentsAdam Servis Ultimate Legacy Challenge
I started this one for a different change of pace and, of course, took pictures, and now it's turned into a story. I'm unsure if I can keep up with four stories, but I will try. Introduction: The Ultimate Legacy Challenge is from Mod the Sims, and the rules can be found here. It is based on the original Legacy Challenge - rules here. I started with an empty lot and zero Simoleons. To build on the lot, my Sim must "pay" City Hall §1,000 for the property. Generation One has a grand value limit of §1,000 per item sold, meaning my Sim cannot sell any individual item of value greater than §1,000 until later generations. I already had the Taxi Charge mod and the No Fridge Shopping mod, and added the other mods suggested in the Ultimate Legacy Challenge rules to make things more difficult. And on with the story...182Views0likes10CommentsThe Sims 4 Asylum Challenge
Hey guys, I have written the Asylum Challenge for The Sims 4! I took the challenge from The Sims 3 and re-wrote it to make sense in The Sims 4. I also added some difficulty modes to spice things up as well. If you think something should be changed, fixed etc. leave a comment in this thread or tweet me @NickM97 and I'll try and get back to you! I will update the thread when updates and expansions come out, so the challenge is still playable. If you experience any difficulties in the challenge, again let me know and I'll change things up a bit. :) Introduction Hi there, I’m Nick and this is The Sims 4 Asylum Challenge! The Asylum Challenge is one of my favourite challenges from The Sims 2 and The Sims 3, so I decided to bring it into The Sims 4 with its own little twists. This challenge was originally created by Scout for The Sims 2, then revamped for The Sims 3 by BlakeS5678. For those who do not know the Asylum Challenge, here is the backstory: "You have been committed to a run down mental health facility against your will. In order to prove that you are fit to rejoin society and earn your freedom, you must achieve the goals your psychiatrist has set for you – your aspiration. The catch? You need to achieve your goals as quickly as possible, while keeping 7 other patients, who you don't know and are out of your control, alive and as happy as possible. Add to that budget cutbacks leading to a lack of decent furniture and limited supplies, and your task gets harder." For this challenge there will be an easy mode, medium mode and hard mode, just to spice things up a bit. Setting Up Create your main sim in CAS. They must be a young adult. You can choose whatever you want for looks, clothing, voice and walk styles. They must have the insane trait and the other two traits can be anything except for custom traits. You can also choose any aspiration except for the following: -Successful Lineage -Big Happy Family -Super Parent -Fabulously Wealthy -Mansion Baron -City Native After finishing your main sim, create seven other sims. They all must be young adults and they must all have the insane trait. The other two traits and their aspirations can be whatever you want. (I recommend having a few evil, mean and romantic sims, just to make things interesting). None of the eight sims are allowed to be related. Next step is to build the asylum on a residential lot in either Willow Creek or Oasis Springs. The size of the lot does not matter. You can build the asylum yourself, download an asylum from the Gallery using the hashtag #AsylumChallenge or modify an existing house in Willow Creek or Oasis Springs. Money cheats are allowed when building or placing your asylum. Depending on your mode of difficulty depends on what objects are allowed in your asylum, but all objects must be the cheapest at the beginning (Cheap counters, cheap beds, cheap couches etc.). You cannot have objects in the asylum which affects sim’s emotions (unless the object was obtained through a career reward) or which prevents fires. When you have finished building the asylum you cannot modify further, unless sims get stuck in a certain area or your asylum saves up enough money for a new skill building item or when you can purchase an upgraded item. Pools are allowed but they are classified as a skill building item. When you have finished creating your asylum, your family funds must be at the required amount for your difficulty. To change the family funds you must first type into the cheat box “testingcheats true” (without quotations), then type into the cheat box “money (amount required). For example, for easy mode you would put "testingcheats true" followed by "money 1000" followed by "testingcheats false". Upgrading Objects When the asylum saves up a bit of money you can start replacing the cheap furniture and appliances with high quality furniture and appliances. You can only replace items, you cannot buy extra items. For example you can replace the fridge but you can’t have two fridges. You cannot upgrade objects in hard mode. Using the handiness skill to upgrade objects is allowed in all difficulty modes. Gameplay - You must only be selected on your main sim, you are not allowed to click on the other sims at all to check their needs. If they die, they die. - If you want to, at 12am, you can click on the other sims to check their inventory if they have books, food etc. When doing this your game must be paused. Cheats/mods/hacks which boost sim’s needs or skills are not allowed. High free will must be turned on, so the other sims in the asylum will do things by themselves. - You can not use your inventory to reserve items for yourself. For example, you can't put a book or guitar in your inventory just so no one else can put it in theirs. - The age settings can either be on normal or long, it’s your choice. - No rearranging of furniture to reserve or use something for yourself. For example, you can not move the TV into a bedroom and turn it on just to get an uncontrollable sim out of bed so you can sleep in the bed. Nor can you remove a door so others can't gain access to the bathroom so you can use it when you come home from work. - If a sim dies you must keep the grave on the lot, you must keep the grave on the lot. If their ghost gets too annoying (e.g. they keep breaking objects) you can banish their ghost. - Putting toilets and showers/baths in separate rooms is OK in all difficulties, as dying from embarrassment tends to occur too much. - Making your sim “work hard” in their career is ok, you cannot make the other patients “work hard” in their careers. Game Pack/Expansion Pack Changes **Outdoor Retreat** -Outdoor Enthusiast aspiration is allowed. -You can only travel to Granite Falls when you need to complete certain goals in the Outdoor Enthusiast aspiration. -When travelling to Granite Falls you must bring all of your fellow patients with you and choose the campground as your destination. **Spa Day** -When completing an aspiration, you can reward your Sim with a trip to the spa. **Dine Out** -Your Sim cannot own a restaurant. -Your household cannot visit a restaurant. **Vampires** -Vampire patients are allowed. -Vampire aspirations are allowed. **Parenthood** -Super Parent aspiration is not allowed. **Get To Work** - Alien patients are allowed. - Active careers are not allowed as they require leaving the lot. - Your Sim cannot own a retail business - If a member of the Asylum is abducted by aliens and comes back pregnant, when they give birth you have to send the baby back to Sixam. **Get Together** -You can create an Asylum club for the patients, you cannot add outside Sims to the club. -Club perks are allowed for all levels of difficulties. **City Living** -Apartments cannot be asylums Difficulty Modes and Rules There are 3 different modes of difficulty for this challenge. Easy Mode: - Starting funds: $1,000 - Complete two aspirations, then you are free! - Can have the TV and the computer at the same time. - Two sinks, two toilets and two showers/bathtubs. - No more than 6 ‘bed spots’. For example you can have 6 single beds, or 3 double beds, 1 double and 4 single beds etc. - There can only be total seating for 8. That includes couches, lounges and chairs. If you have a dining table with 6 chairs then you may not use a couch that seats 3. - You may only have a total of 5 Skill Building items in the house, so choose wisely at the start. Computers, stoves, bookcases, mirrors, and TVs don't count as skill items. It is highly recommended to have skill items which make money, for example the easel. - Everyone in the asylum is allowed a job, but the non-controllable sims must be in the Criminal Career as it is the lowest paying job. You are not allowed to level them up in their career. If they lose their job, they have lost it forever. Your main sim can have whatever job they like. (It is recommended that their job is related to their aspiration. For example a sim with the Master Chef aspiration should be in the Culinary Career) -You can purchase lifetime rewards - Having a maid and ordering pizza is allowed. - Can leave the lot to go fishing and collecting at anytime. Can only travel to other people’s houses and community lots during the hours of 9:00am-3:00pm. (When travelling to another lot you must bring everyone from the asylum along with you) - If a sim dies, no objects have to be deleted. Medium Mode: - Starting funds: $500 - Complete three aspirations, then you are free! - You cannot have a TV and a computer at the same time. It is recommended that if your sim has the Computer Whiz aspiration for example, that you should have a computer. - One sink, one toilet, one shower/bathtub. - No more than 5 ‘bed spots’. For example, you can have 5 single beds, or 2 doubles and 1 single bed etc. - There can only be total seating for 6. That includes couches, lounges and chairs. If you have a dining table with 4 chairs then you may not use a couch that seats 3. - You may only have a total of 5 Skill Building items in the house, so choose wisely at the start. Computers, stoves, bookcases, mirrors, and TVs don't count as skill items. It is highly recommended to have skill items which make money, for example the easel. - Only 2 non-controllable sims are allowed jobs, both must be in the criminal career. Your main sim can have whatever job they like. (It is recommended that their job is related to their aspiration. For example a sim with the Master Chef aspiration should be in the Culinary Career) -You can purchase lifetime rewards - No maids and no pizza. - Can leave the lot to go fishing and collecting between the hours or 7:00am-5:00pm. Can only travel to other people’s houses and community lots during the hours of 9:00am-3:00pm. (When travelling to another lot you must bring everyone from the asylum along with you) - If a sim dies, 1 seat must be deleted until there is 1 seat remaining. Hard Mode: - Starting funds: $100 - Complete four aspirations, then you are free! You cannot have a TV and a computer at the same time. It is recommended that if your sim has the Computer Whiz aspiration for example, that you should have a computer - One sink, one toilet, one shower/bathtub. - No more than 4 ‘bed spots’. For example, you can have 4 single beds, or 2 double beds, 1 double bed and 2 singles - There can only be total seating for 4. That includes couches, lounges and chairs. If you have a dining table with 2 chairs then you may not use a couch that seats 3. - You may only have a total of 5 Skill Building items in the house, so choose wisely at the start. Computers, stoves, bookcases, mirrors, and TVs don't count as skill items. It is highly recommended to have skill items which make money, for example the easel. - Non-controllable sims are not allowed jobs. You main sim can only have a job if their aspiration requires it. For example the Master Chef aspiration requires your sim to be in the Culinary Career. -You cannot purchase lifetime rewards - No maids and no pizza. - Can leave the lot to go fishing and collecting between the hours or 12:00am-5:00am. Travelling to other lots is banned, unless your sim’s aspiration requires them to. In that, you can travel to other lots between 6:00pm-11:00pm. (When travelling to another lot you must bring everyone from the asylum along with you) - If a sim dies, 1 bed and 1 seat must be deleted until there is only 1 bed and 1 seat remaining. Aspirations In the difficulties it states that a number of aspirations must be completed. This refers to aspirations such as the Computer Wiz aspiration. It does NOT refer to groups of aspirations such as the all of the aspirations in the Creativity category. Scoring (Optional) +50: per aspiration completed. +1: per skill point any of the 8 Sims have at the end. Only living Sims count. +1: per 1000 Satisfaction points every Sim has. -20: per Sim that died. -20: per fire which has occurred. -20: per day when the power and water is shut off. (E.g. Power and Water shut off for 2 days =-40 points)789KViews5likes570CommentsDecades Challenge
I've just started making and playing my decades challenge on youtube and the rules are too long for the description box. I figured here would be the perfect place to put them so I can link to them. It's still a work in progress (particularly the last 3 decades), but here goes. You start in the 1890's (I downloaded a bunch of appropriate clothing just to add to the feel) and I wanted to show the changing world in real time, which means the challenge starts out with some limits to marriage in regards to race and gender. You can totally choose to ignore those and any other rules, these are just the things I am playing with. Each new decade starts with the children growing into young adults (or teens if you prefer) 1890’s May only marry within their ethnicity May only marry and have a relationship with opposite gender Outside toilets No electricity (Lighting is a problem here, use candles or lanterns) Must always ‘try for a baby’ no just woohooing Girls born may only have the creativity bonus Women take care of the children and tidy the house, may help garden Female children may only move out once married. Male heirs only, if there are no boys, a married girl's husband may inherit Wooden furniture only (No upholstered beds only quilts and blankets) Old fashioned stove and fridge (I downloaded a pantry item to help with the aesthetics) No showers only bathtubs No jobs, money made through gardening, painting or woodworking Wooden walls and floors House must only be decorated with impressionist or classic paintings (Must have a cow plant ready for the 1910’s so start now) 1900’s Indoor plumbing (Still no showers) Electric lighting allowed Upholstery allowed Wallpaper allowed Phonograph music player allowed Jobs allowed (males only) Business career to level 6 Culinary to level 5 Entertainer – musician branch full career open 1910’s war years Male children ‘go off to war’ at adulthood (feed to cowplant, randomise through dice rolling - odds die, evens survive) Male children must take one of the following characteristics at adulthood (Assuming they have been to war and have suffered trauma) Gloomy Hot headed Clumsy Insane Lazy Squeamish Mean Noncommital Men of the family cannot work until they transition from young adulthood to adulthood (You may wish to move them to a separate household until this happens, then invite them over once a week to simulate wartime leave) Carpets allowed Painted walls allowed Men that marry the female children must also ‘go to war’ (Allowed one chance to have a baby first) Jobs (Male only) Business – Management branch Culinary – Chef branch Entertainer – Musician branch Painter – both branches 1920’s Womens rights Women can be chosen to inherit Women can work as a painter or musician until Children arrive Careers opened Criminal (bootleggers) – Boss branch Culinary (bootleggers) – Mixologist branch 1930’s Great depression Anyone in a career loses their job and must make money by scavenging through the neighbourhood for 2 weeks of game time Careers lost (business) Bills may only be paid after the electricity has been cut off (Water too if you want a harder version) All sims reaching adulthood in this era must take one of the following traits: Gloomy Noncommital Mean 1940’s WWII Male children ‘go off to war’ at adulthood (feed to cowplant, randomise through dice rolling - odds die, evens survive) Male children must take one of the following characteristics at adulthood(Assuming they have been to war) Gloomy Hot headed Clumsy Insane Lazy Squeamish Mean Noncommital Men of the family cannot work until they transition from young adulthood to adulthood (You may wish to move them to a separate household until this happens, then invite them over once a week to simulate wartime leave) Women must now work in one of the following careers: Athlete – Body builder career (Working as a health advisor to the government) Painter – Master of the real (Working as a propaganda minister) Culinary – Mixologist (Working as a pub landlady) Chef (Minister for food/agriculture) Entertainer – Either (Entertaining the troops) Every house must now own a radio and someone must listen for one hour a day Every house must have a garden (Dig for victory) One hot cooked meal per person per day, all other hunger must be dealt with produce from the garden 1950’s Korean war First male child gets conscripted, first female child becomes a volunteer nurse, both get fed to the cowplant at adulthood after choosing one of the war characteristics from the 1st and second world war Cheapest TV Available – only shows programmes from 6-10am and 6-12pm Cheapest pc available – Only used for writing Athlete – professional Branch available Writing career available House can be decorated with popart Showers allowed 1960’s sexual revolution and civil rights era Birth control! You no longer need to try for a baby with each woohoo Astronaut career available Secret agent career available Marriage available regardless of ethnicity Homosexual relationships allowed Better TV’s allowed (No Wall mounted flat screens) (time restrictions still apply) You may take time off for the birth of your baby 1970’s End of the vietnam war First two children (Of either gender) are sent to war (cowplant) as conscripts or volunteer nurses and must take a survivor trait First microprocessor allows 2nd tier computer to be used for gaming and writing only Environmentalist movement – Every child born must have one of the following: Active Self assured Loves outdoors Outgoing 1980’s All computers available for writing and playing games only Yuppie era – Every child born must have one of the following traits: Self assured Foodie Ambitious Materialistic Snob One person in the family must have a business/investor career TV time restrictions 6am – 2am You are allowed to go camping 1990’s – Internet! Computers have no restrictions! You are allowed to use your mobile phones! When the first child turns from a child into a teen your family become Y2k disaster preppers You must build a safe house on your property using the cheapest furniture and you must stay in there three days before your oldest teens birthday, no children etc are allowed to go to school 2000’s – Climate change All careers open Dad’s may take leave for the birth of their baby Flatscreens allowed 2010’s Gay marriage allowed993KViews3likes324Comments👽 Miller Legacy 🛸
Sul sul fellow simmers! The Miller Legacy is my first Legacy Challenge and the way I found to explore the (for me) new The Sims 4 game in the moment I decided to buy it. It's the translation of what I originally posted in Italian here, and the new chapters are being posted on my blog here. I'd also like to point out that this legacy is currently being shared also on the parallel Sim Creative forum. This small forum has practically the same template as the old one and is not buggy, making it a very cozy place where to share the old conversations we used to have in the former Creative corner. I suggest you to give it a look! ;) Back to the introduction, with this legacy I'm basically novelizing what happens when I'm playing my game, introducing as many mysteries and issues to overcome for my sims as I can. For sure, the Miller's are not a family like the others. I'm not a fan of too strict gaming rules, thus my main rule is just: "reach generation 10 without cheating". This legacy is definitively more story-driven than rules-driven. So I'm not taking track of points in any way, often instead of choosing traits or careers randomly I choose what I think would be funnier for me to play or better for the story progression, I often move the family to new houses (not built by me because I'm a horrible builder) and so forth. In particular, I'm taking a lot of freedom about a certain cat, but also in that case I found a way for doing it without technically being cheating. As for the heir, I don't follow a strict rule but just choose the one for which I can imagine the best character development and who can give more in terms of story progression. The only rule I'm following in that sense is that I want every heir to be the biological child of the previous heir, because I'm curious to see how the genetics algorithm in TS4 work over a 10 generations span (consider this as a small experiment :P ). The full story index (beware, it's long!) can be found HERE. I'm closing this premise here because I don't want to spoil the story, so I wish you a pleasant reading through the most mysterious sides of this game ;)12KViews4likes774CommentsThe Disney Princess 10 Gen Challenge!
Welcome to... THE DISNEY PRINCESS 10 GEN CHALLENGE! INFO: This challenge is based on the Disney Princess franchise and movies. Storytellers can follow the original stories or you can just roll with it. Some areas of this challenge ask for gender-specific heir/heiresses, this can be easily changed out if you're playing patriarchy or matriarchy. This challenge follows the original rules of the 10 Generation Legacy - although some rules may vary. This challenge can be completed with only the base game, though some DLC may improve your experience. Update: This challenge has been slightly updated as of February 2025. Please feel free to suggest any further edits to the generations and I will look through these and adjust the rules accordingly. Generation 1: Snow White "I'm wishing for the one I love to find me today" Founders have humble beginnings, so what's better than Snow White? To start, create Snow White. Storytellers may create her as a teenager and make her evil stepmother, but this is not a requirement. When Snow White becomes a young adult, this story begins. - Must be female - Must have 7 children (dwarfs) - Each child must have one negative trait (e.g Gloomy, Glutton) - Each child must have the same baby daddy - Each child must achieve something before their teenage years - this can be achieving the happy infant or toddler trait, achieving a high grade at school, or achieving an aspiration. - Snow may never answer the door to strangers or talk to elderly women Optional extras - each child must age up with at least one positive character trait. Each child must age up with at least 5 milestones. These numbers can be increased if you're looking for more of a challenge. Generation 2: Cinderella "A dream is a wish your heart makes when you're fast asleep" Although you had six brothers and sisters, you always did the cooking and cleaning. Yet, somehow you loved it, as it transported you away from your chaotic home life. When Cinderella becomes a teenager, this story begins. - Must have 'Neat' and 'Foodie' traits - Must clean the house every day and cook every meal - May not marry until her mother dies (This does not have to be of old age, but it may not be cheated) - Have a maximum of 3 children Optional extras - Sneak out of the house during your teenage years. Generation 3: Tiana "The only way to get what you want in this world is through hard work" Your family has barely accomplished anything over the past two generations, and you're here to change that. This story begins when Tiana becomes a YA. - Must have 'Ambitious' trait - Father must die before the end of YA - Must have food Aspiration - Must marry a Sim with green (This can be hair, eyes, skin etc) Optional extras - Tiana must own and run her own restaurant. Create your own food business using various cooking appliances. Generation 4: Aurora "I walked with you once upon a dream" Thanks to your mother's hard work, you have everything you always wanted in life, apart from love. Your father was overprotective of you, and rarely let you out of the house. This story begins when Aurora becomes a YA. - Must have the 'Lazy' trait. - May only have 3 or fewer friends. (Family can count if you wish) - Must meet future spouse at night while parents are asleep - Elope (you can run away if you wish) - Have a maximum of 2 children - (twin girls are preferred if playing Anna or Elsa next) Optional extras - Live in a cottage away from everyone else caring for animals. Generation 5: Anna "We only have each other, it's just you and me" Your sister locked you away and you never knew why. As toddlers, you were the best of friends but now all you have are dreams. When Anna is a child, this story begins. - Lose all contact with your sister until YA - Fall in love with a criminal - Experience near death at the hands of your lover - Find someone new after becoming BFFs with your sister - Marry, have one child Optional extras - Climb Mt. Komorebi in an attempt to save your sister. Host parties to celebrate your sister's coronation. Generation 6: Rapunzel "You were wrong about the world, and you were wrong about me" Your mother never trusted you or the outside world. You never knew of her past, and never wanted to. All you ever got was solitude, but that didn't matter. When Rapunzel is a teenager this story begins - Must have 'Loner' and 'Art Lover' traits - Must reach at least level 8 painting before YA - May only ever leave the house for school - May never have friends until the wedding - Elope - you have no friends anyway, have kids Optional extras - Rapunzel's parents are strict, but otherwise she tends to be estranged from her family and will sneak out past curfew. Generation 7: Belle "People think I'm odd, so I know how it feels to be different" You always loved books and visited the library often. You never cared for looks, just beauty within. Everyone wanted you, but you turned them all down. You wanted to choose your own destiny. When Belle becomes a YA, this story begins. - Must have 'Bookworm' trait - Date at least 5 men - Meet the man of your dreams - an ugly Sim - Marry, have kids - Your spouse becomes beautiful (Changed in CAS) after the firstborn child Optional extras - Belle's spouse is an occult (select based on what packs you have). Belle's dates are blind dates but never go well. Generation 8: Mulan "Could it be, that if I were truly to be myself, I would break my family's heart" Your parents always wanted you to bring fortune back to the family and marry someone of high status, but you didn't dream of love, you dreamed of glory. When Mulan becomes a YA this story begins - Must have 'Active' trait - Must join Astronaut career - Fall in love with a co-worker once you reach the top of the career choice - Marry, have kids Optional extras - Mulan's glory comes in the form of fame, and she quickly rises to fame through her achievements. Generation 9: Jasmine "A whole new world, a hundred thousand things to see" You hated being rich and living like a princess. You find comfort in Raja, but nowhere else. All your father wants is for you to marry rich, but you want a life without riches. When Jasmine becomes a teenager this story begins. - Have a best friend (Raja) - You cannot leave the house unless it is for school - Must marry a poor street rat - Her lover must be in the criminal career - Have a maximum of 4 children Optional extras - Raja must be a pet/horse and reach companions while children. Jasmine is the daughter of someone famous. Generation 10: Merida "If you had the chance to change your fate, would you?" You always wondered why your mother gave up her riches for a poor boy. Your adventures lead you into trouble, and you were nearly always grounded. When Merida becomes a teenager this story begins. - Have the 'Self Assured' trait - Lose your siblings and mother in an unfortunate accident - Seek out a way to change the past but fail - You do not believe in love - never marry - You believe you are cursed - never have children - Grow up alone and regretful (These last three conditions are only in place because it is the last generation. If you wish to continue afterwards then Merida may marry and have kids) Optional extras - Learn horse riding as a means of riding into battle. OPTIONAL GENERATIONS: Generation: Ariel "Someday I'll be part of your world" You've always loved the water and dreamed of becoming a mermaid. Sadly, this never came true but you did find the man of your dreams, and that was good enough. When Ariel becomes a teenager this story begins. - Must have a 'Loves the Outdoors' trait - Must own a pool and swim in it every day - Must marry a beautiful Sim with at least one trait the same as your own - Have kids Optional extras: Ariel is a mermaid occult, and seeks a way to change back into a human. Generation: Pocahontas "You think I'm an ignorant savage, you've been so many places, I guess it must be so." You come from different worlds, yet the love of your life is forbidden by your family. When Pocahontas becomes a teenager this story begins. -Fall in love with a "different" kind of Sim, (e.g a green or blue Sim) -Marry that "different" kind of Sim. -Run away and elope -Have a maximum of 4 kids Optional extras - Pocahontas' different lover could be an occult. Live a simple life off-the-grid or with fresh ingredients only when cooking. Generation: Elsa "Yes I'm alone, but I'm alone and free" Your parents always questioned where your powers came from. You were a quiet type after... the accident. All you wanted was to be alone, unable to harm anyone. When Elsa becomes a teenager, this story begins. - Must have the 'Loner' trait - Must not talk to siblings until YA - Must be different in some way - Run away as a teenager (Storytellers may have her sister find her and bring her home) - Never marry and only have one child (it was an accident, you swear by it) Optional extras - Elsa is a spellcaster who is afraid to use her powers until she has reconnected with her sister. Elsa runs away to the top of Mt Komorebi. Generation: Moana "One day I'll know, how far I'll go" You grew up as the heir to a legacy, born to rule over others; however, you want to explore and see the world. You know your choices make you who you are and you hope that one day they will show you the world. When Moana becomes a teenager, this story begins. - Must have the 'Loves the Outdoors' trait. - Must have 'Curator' aspiration - Must have a close relationship with her Grandmother (who dies before Moana becomes a YA) - Run away from home and meet Maui and become BBFs with him. - Marry and have children Optional extras: Moana must explore Selvadorada while running away from home. Moana is connected to Sulani as a child of the islands. Generation: Raya "The world's broken. You can't trust anyone." You grew up in a divided world, with conflict all around you. You have always believed in the magic of the world and in others until your trust was broken as a child. When Raya becomes a teenager, this story begins. - Must lose her father to an accident - Have a best friend (Tuk Tuk) - Explore the world as a young adult and make friends along the way - Make enemies with a rival but unite in the end (Namaari) restoring trust and friendship in the world - Marry and have children Optional extras: Use the Strangerville story as a way of dividing the world following the gem breaking (If after any generation you wish to end the challenge, you may not have kids. It is entirely up to you. I go by the motto that it's your game, play how you want to play) ___________________________________________________________________________________________________ Happy Simming!3MViews12likes3064CommentsSIMS 4 CHALLENGE LIST (Updated May 24, 2021)
The purpose of this thread is to create a current list of all available challenges for The Sims 4. This includes Legacy and many other type challenges. There have been other threads in the past, but they haven't been updated in at least a year, so here's a new one that will be much more up to date. Please feel free to add any new challenges in the comments! Any thoughts on how you would like to see this list formatted are welcome. Thank you to @Nicarra60 for all the work you put into the original post. I have organized the challenges below by "types" of challenge. Links to find each type are here: Legacy Challenges Toddler Challenges (Under Legacies) Gameplay / Story Based Challenges Building Challenges Sim Creation/CAS Challenges Rotation / Multi-Household Play Challenges Selection / Contestant Challenges Pets / Animals Challenges Holiday / Special Event Challenges Exploration / Scavenger Hunt Challenges TV / Movie Fan Based Challenges HOW TO SUBMIT A CHALLENGE 1. To submit a challenge to be added to the list, please include the challenge name and a working link for full challenge rules. 2. Challenges submitted MUST have their own forum thread or blog/website post for rules. Any challenges posted with rules within this thread will NOT be added to the list. 3. Read below for tips on creating a new challenge. 4. Feel free to ask any questions you may have! Here are some excellent tips when creating a new challenge, written by @EuphorialQueen: When I am reading thru a new challenge suggestion I look for a few key items: What is the story behind the challenge? Tell me something to make me interested in reading more about the challenge. Is it based on another existing challenge? Is it a complete challenge with a beginning, middle and end? How do I start, how do I play and what is the ultimate goal or how do I 'win'? Do the rules or guidelines seem reasonable and can goals set by the challenge actually be achieved? Has the person posting the challenge play tested it? By posting a challenge on a blog or in the forums it is much easier to discuss and ask questions. When updating a challenge or change the guidelines just edit the thread where it is posted. Starting too many threads on the same challenge or subject only adds to confusion and leads to information being lost. These are only suggestions and offer a view of how I - as one person - review challenges. Thank you for your time. Edit: Use spell check and complete words to make reading your post more pleasant and easier to understand. Want to write stories about the challenges you play? Here is an excellent guide to SimLit by @Julyvee94 http://forums.thesims.com/en_US/discussion/884045/a-quick-guide-to-simlit/p1 Want to submit stories you have written for others to read? Check out this awesome archive by @mastressalita http://forums.thesims.com/en_US/discussion/861629/the-stories-and-legacies-index-submit-your-stories/p11.3MViews4likes1333CommentsIs there a Glitch in card scramble?
I am on level 1-19 and need to make two flush hands. It lets me make one then states no more moves. There are only two lit spaces that you can place cards all the other cards are filled in. I will not be able to complete the challenge as this is the last one I need. Can someone help.182Views4likes20Comments