Road to Wealth and SimFinancial Mod Compatibility?
SulSul! Does anyone have any experience in playing with both of the Mods in game? I would love to use both because they both have great features the other mod doesn’t add and look very maxis (I’ve already considered SNB but it looks to Alpha-y for my liking) I would love to have detail about how your game behaved and if they implemented into each other in any way or if it was all over the place or even broke your game (as that is my biggest fear lol) Thank you for everyone who is willing to share their experience and happy simming!Expansion Pack - 2nd Home
I really like the idea of Sims owning a large main home, but what if they could also own a second home in another world? This second property could function as a holiday home or weekend getaway, and players could even choose to make it their main residence if they wanted. Imagine your Sims owning a modern city house, while also having a farmhouse in the countryside where they escape for weekends. Or perhaps a mountain chalet for ski holidays. It would be great if these homes functioned like real properties, meaning that items you leave there stay in place instead of disappearing like they do with current vacation rentals. This could easily become a full expansion pack idea. It could include a new world designed for holiday living, along with modern and contemporary furniture suited to vacation homes, cabins, and luxury retreats. With the upcoming Royal-themed content, it could even allow Sims to own large estates or castles where they host grand events like balls or gatherings. The idea of owning multiple homes would add a lot of storytelling possibilities and make the game feel more realistic and immersive. I am currently using the rental option to "own" a 2nd home which you can't use to home parties with. I would love to have a main and secondary home. Then you also get taxed on these homes. Definitely something worth considering.30Views3likes1CommentCosmetic Suggestion: More "Deck" Board Art
TL;DR: While working on my previous upload I created a a bunch of Blank Decks, but then decided to have to some fun creating deck concepts. I'd love to hear if you have a favorite! Description: While working on the Rip Chip Shop, I started expanding the blank decks available in-game. There's an odd mix between Solid & Wood Grain Decks, and there's an opportunity to round out the catalogue If none are planned for the future. For the post, I only mirrored the existing decks that don't have a matching counterpart. The concept introduces 8 New "Board Arts". As usual I got carried away and started getting a bunch of deck ideas. The skate. Year Decks are a great opportunity to add to a collection that exists both digitally and physically, which is a rare concept for most video games. Personally, my favorite deck in-game is the Year 2 Deck and I'd collect them all. I included some deck graphics found in the legacy Skate games, such as; Country Flags & the OG Skate Logo Deck. With the Year 2 graphic being my favorite, I wanted to expand on it because I think there's another opportunity to introduce "skate. Decks" for players to collect. My personal favorite design is my own spin on the graphic, creating an oversized "Big Logo" skate. Deck. Finally, I threw in some extra boards that align with the current art style and included some lore-friendly retextures that were created for a separate concept. Hope everyone has a great Friday ❤️ Example: The attached images are intentionally simple and low effort. I'd love to hear everyones thoughts on the decks. Blank Decks & Wood Grain Textures Currently In-Game. & Wood Grain Texture Concepts. Year Decks Flag Decks ughout the Original Trilogy. Skate. Decks New Design - Personal Favorite Extra Decks Lore Decks Note: I created over 100+ of these very simple deck concepts. If anyone would like to see more I'll add some additional images to the post 🙂 Additional Images:BIRTHDAY CAKES/FAMILY MEALS
Hiii every single time I have my sim make a birthday cake they automatically grab a slice when they are done cooking it. It’s gotten to the point where I have to reset my sim before they have a second to do it 😭 Like **bleep** I just want birthday candles 😭 😭 Is there a way that sims can stop automatically eating the food they cook? Even with family meals too - when i cook a meal my sim grabs a plate before I can think and then when I call to meal, they place the plate they already had down and grab a new one. The entire eating sessions feel off like i just have my sims eat to get it out of the way. I wish there was a way like in wedding stories where we can call everyone to sit and eat, and like maybe the butler would come and deliver the food/ the parent yk?26Views1like0CommentsChallenge rewards
I really am enjoying Skate. I have been eager to play it, and waited a long time for its release since Skate 3. I like almost everything about it except for 2 things mainly. the purple trucks tokens you get from completing challenges become useless once you unlock the 3 parts of the map. I currently have over 12,000 of these tokens with nowhere to spend them. I think there should be some items in the shop you can purchase with these as well so that people still have an incentive to finish challenges. the climbing can be annoying. I want to skate not play assassins creed. A fast travel option to the top of all the tall building would be nice, as well as the spiral ramp in market mile.Tix & Auto-Exchange - Issues & Suggestions.
I want to preface this by saying I genuinely want skate. to succeed. I know a lot of us do. This is a long post so I don't blame anyone for skipping it. TL;DR: I created this post to highlight bigger issues and brainstorm constructive alternatives that could potentially help. The change doesn't affect me as a player, but I'd be lying if I said it wasn't disappointing. Description: I understand the purpose behind Auto-Exchange, but it's the wrong decision. The feature is not a quality of life improvement. It fundamentally changes the value and perception of seasonal currency. The announced change has already received a ton of negative feedback and will weaken the trust with players, if it hasn't done so already. This game chose a non-traditional approach to seasonal progression & currency. Instead of a standard battle pass model that expires and resets, it introduced a legacy feature and allowed seasonal currency to rollover into future seasons. Changing this so abruptly feels like a step away from what made the system stand out. Although I originally questioned the route, I quickly embraced it because it was the first time I'd experienced it and thought it was dope. I understand it's Early Access and games need to make money, but the systems feel like they're being tightened, while monetization already feels fully established. Most of us want to spend money on this game, we just need to feel like the systems respect/value our time and choices. This post could be much longer, but I wanted to focus on highlighting bigger issues and brainstorming constructive alternatives that could potentially help. Issues Players Who Don't Collect Everything Not every player wants every item. Auto-Exchange assumes that All Items hold Equal Value. I don't have the metrics for players who Collect Everything vs. Unlock Specific Items, but the game being gender-neutral is a large result of players not wanting to collect every item. I personally collect everything, but I find myself skipping all of the filler content until the end of the season since I have the option to choose what I unlock. I'm not used to having the choice. Filler content aside, some players save for items they want in future seasons which distrupts the intent and importance of the current season. This is why I was shocked to see the rollover and legacy system introduced because it's the first time I've heard of it. In the recent Dev Update: Auto-Exchange System, it says: "Like most games with seasonal currencies, that means you’ll need to spend your Tix in the season you’ve earned them, starting now with Season 2." Coming from building & operating multiple FiveM servers, I understand the challenges around player intent and live-service systems. I've been in a similar position where I sold and gave away valued in-game items. By the time I wanted to move in a new direction, I couldn't just take items away from players, especially those that paid. Sure I could've, but it's wrong. Once value is given or sold, you can't just take it back later without damaging trust. You work through flawed systems, you don't rip the bandaid off. Players Who Paid For Tix On November 10th, 2025 a Dev Update: 2025 was posted with information on Tix Rollover. "If you purchased Tix with SVB, any leftover Tix you purchased will roll over at the end of the season. If you didn’t purchase Tix with SVB, you’ll get a portion of those rolled over to the next season." This gave players the trust to spend money on Tix without a worry of potential wipes. On February 12th, 2026 the Auto-Exchange System is announced. (3 Weeks Left in Season 2) "Starting with the end of Season 2 and going forward, Tix will not roll over from season to season - this includes earned Tix, and those purchased with SVB." This is a big change in expectation, especially with only a few weeks left in the season. Speaking for myself, I completed the pass weeks ago, and I imagine many players are alike. I also didn't buy any Tix, so I feel for those that did in good faith they would rollover. Those players should receive a refund if nothing else is to change. Like I mentioned above, I was shocked to hear about the rollover feature. On the exact date of the announcement, I had provided some insight on Discord for "Tix not rolling over in full" with mention of taking currency away. General Wording Tix Rollover: "Our intention with Season 1 was to make sure players could get enough Tix through Seasonal Tasks and Challenges to complete the skate.Pass. Well, we went a bit overboard - we’re seeing that some players are still overflowing with Tix, even after unlocking all the goods they want." Providing 20,000 potential extra Tix is still overboard, see "Seasonal Reward Cap". I'm aware that Standard Pass users were possibly overflowing with Tix, but as a Premium Pass user, I had 2,695 Tix remaining when Season 1 ended. I was not overflowing. Clearer communication is needed. Auto-Exchange System: "In some cases, this still meant players lost up to 75% of their Tix - which is not what we want. So, we’re going to try something new to reduce wasted Tix." If the goal was to "reduce wasted Tix", wiping them completely doesn't solve anything. It's a step in the opposite direction. Currency Conflict The game currently has: - Rip Chips - SVB - Tix - Event Currency & Rip Score (Tied to Currency & Progression) It's a lot, and it causes overlap. Tix serve multiple roles: - Seasonal progression currency - Purchasable progression - Page unlock control & Now has expiring value Seasonal currencies should control pacing and reset engagement. Purchasable currencies create ownership expectation. This creates a design conflict. Alternatives Seasonal Reward Cap Season 2 introduced "Seasonal Challenge Tuning Details" imaged below. 56,356 Tix were needed to complete Season 2 - Premium. 76,357 is the Max Earnable Tix for Season 2. This will leave players with a potential of earning 20,001 Tix that can't be used. The amount of earnable Tix is way too high relative to the cost of completion for the pass. Oversupplying seasonal currency made rollover inevitable. Re-Design: If a full pass costs 50,000 Tix to complete, The season should only distribute around 55,000-60,000 Tix total. Total Pass Cost: 50,000 Tix Total Max Earnable Tix: 55,000 - 60,000 Tix Total Rollover Tix: 5,000 - 10,000 Tix This Adds: - A safety buffer - Limited rollover - Predictable completion Players ending up with massive surplus is a planning/tuning problem, not a player problem. Currency Rollover Cap In regard to the "Seasonal Reward Cap", having a limited rollover would allow for a solution that maintains the value of Tix. In Season 1, a Limited Rollover Percentage was used to preserve the economy which I thought was more than fair, but it was said to be "not what we want". Removing a portion was a better solution. "In some cases, this still meant players lost up to 75% of their Tix - which is not what we want. So, we’re going to try something new to reduce wasted Tix." I lost 75% of my Tix, but it was honestly better than nothing. With a safety buffer of 10,000 Tix, a 75% rollover would result in 2,500 Tix carrying into the next season. This is only if you complete every single task including co-op. I truly don't think a rollover of 2500 Tix is bad for the economy, but it becomes an issue when players save through multiple seasons. I still think it can be possible, see "Currency Conversion" below. Currency Conversion If rollover is being removed, another option could be converting leftover Tix at the end of each season. With players purchasing or saving through multiple seasons, this also provides them benefit without wasting Tix. Tix will convert into all or any of the following: - Rip Chips - Rip Score - SVB (Small Conversion) This avoids the holding value from disappearing entirely. Pros: - Nothing disappears - Nothing is auto-spent - Preserves player trust Cons: - New system - Introduces new issues The overall risks can be balanced and tuned. Players are happy with something rather than nothing. Monetize Rip Chips Instead If a secondary monetization needs to exist, Rip Chips are better than Tix. Why: - Doesn't affect seasonal progress - Doesn't unlock pass pages - Already used in-game & stockpiled. Pros: - Doesn't break the seasonal economy - Doesn't expire or lose value - Can be controlled with required progression Cons: - New system - Introduces new issues Risks: - Allows players to accelerate/purchase progression - Reduces early game engagement - Affects district progression Risks can be controlled. Districts are already controlled by required progression. Example: I have about 150,000 Rip Chips, but even when Brickswich is released, I won't be able to purchase loot boxes until I level up the district. As a daily player, Rip Chips have no value beyond a certain point. They could gain value by: - Adding Rip Chip Shop Cosmetics - Bundled Rip Chip Drops - Low Effort Re-Textures This will keep them relevant, provide them value, and won't affect seasonal pacing. The extra value also works solely for stockpiled currency & "Currency Conversion" (ie; Tix to Rip Chips). I understand a large risk is "paying to unlock cosmetics faster", but that's already what Tix are doing. --- Overall, the change doesn't affect me as a player, but I'd be lying if I said it wasn't disappointing. Community can't drive every decision, but I think now is an important time to really consider all of the feedback being shared from players. Thanks to anyone who took the time to read, hope everyone has a great week ❤️ --- Noteable Links: - Dev Update 2025 | EA Forums - 12906782 - skate. Season 2 | EA Forums - 12961373 - Dev Update: Auto-Exchange System | EA Forums - 13180528716Views29likes14CommentsExtra TIX's!!
Hello! I have a suggestion for extra TIX. Before the next season starts it would be nice if you could buy something in the store with the extra TIX. It doesn't matter if a shirt costs 5,000 TIX. 😀 It would be better to waste them on something than to have them just disappear when the season changes. 🤣