![]() Benefits: A good date will help for 3 days! The two Sims will have an easier time with romance interactions during this time.Good Date: If both Sims are happy, you get a good date.Dating is about how Sims FEEL not Goals.Dating: Sims interrupt others who are dating less often.The public version lags a bit behind the Patron one which includes: I felt it would be dishonest to put things in the Patron version up front so that no one feels deceived. Less Sniffing: Sniffing the air (Bust the Dust) and other repetitive routing events happen 75% less often. ![]() This helps you get a bit more oomph out of using them. Naps: Naps did little, so now freeze your energy decay for a couple hours after taking one.Be Careful: Fires are a bit more likely to spread to objects if not extinguished quickly.Logic helps with career gains, charisma helps with friendships much more. Charisma and Logic: are both improved.Potion of Youth: Greatly improved and now takes a Sim back to Young Adult at a higher price tag.Fitness: Failing to level it will lead to aging a bit faster after adulthood.Fitness is now a useful skill, and provides Sims daily satisfaction gains when they've "had a good workout" and not gotten too fatigued.Careers: Having friends actually boosts your career gains, especially with Coworkers.Careers: Meeting coworkers is more reliable.Careers: Logic helps with all careers, giving this skill a purpose.Hard slows gains but friends and logic can help. Defaults to hard, but can be set to medium or easy (base game level). Careers: These now have a difficulty setting.Relationships: Charisma increases the amount of friendship a Sim can gain in a single day.Relationships: Hang Out will give Sims satisfaction the following day.It eases bad moods to be with your friends and helps slow social decay. Relationships: There is a new Hang Out party type with no goals.Relationships: Less calls from Sims who are not friends.Relationships: Friends and family are the best way to gain social.Relationships: Friends and family are more forgiving of failure in socials than strangers.Relationships: Having matching or opposite traits helps determine compatibility between Sims.Relationships: It takes time to build friendships.Satisfaction: gains from Aspirations are reduced a bit to reflect their low difficulty.Having a really good or bad day can add or subtract from a Sim's current satisfaction. Set this to easy on the mailbox to disable it. Financial: Bills are increased substantially, to force your Sims to budget.Financial: Gains of money are halved, but this can be disabled on the mailbox.Default hard, medium in between and easy = base game. Difficulty settings are available on the mailbox. Emotion: Bad moods hit harder and last longer.The Social Menu is reorganized and greatly improved. Important things like Go Here and Open Fridge are always in the #1 spot.Here is a huge list of everything I've incorporated into my mod. There is still much work to be done but I'm very happy with all I accomplished and look forward to when the holidays are over and I can resume the project. I've done a lot to fix player annoyances, taken in feedback from here and elsewhere, and made many changes to the game. It started as a mod to add difficulty but began to grow into more. ![]() I have worked nearly every day on the project. I've been a vocal critic, so I felt it was right to try to shape some things based on how I felt as a long term player. I learned python this year, and after a while finally felt competent to begin to tackle The Sims 4.
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