The story of Sims Bayou is based on a large vision. The project is the first step in implementing a long-range plan for watershed greenbelts in the Houston region, a comprehensive system which addresses the potential for parks, wildlife habitat, and economic real estate revitalization while also controlling flooding. Beyond that, it sets the stage for far-reaching change within the City of Houston.
Over time, housing subdivisions had replaced agricultural and pasture land in the year flood plain. To prevent recurrent major flooding, the USCOE proposed widening and straightening the variable to foot wide stream to a consistent foot wide solid concrete channel.
At the same time, the economically depressed neighborhoods in the middle portion of the bayou, where the worst flooding occurred, desperately needed a solution.
Charges of environmental racism surfaced. Applying that vision to Sims Bayou, the designer worked, largely pro bono, to develop a creative compromise to the problem that neither engineers, politicians or local agencies had been able to solve. First it makes the other students arrive then waits for confirmation that both teachers exist.
When your young sims arrive at school you mostly control what they do. Other students will go straight to class on arrival but are left to act autonomously until recess. Teachers can make students study, they regularly scan the lot for any of their students out of class.
Before am they will use their ability to make students study without leaving their desk, after am they will go to the student to send them back into class. Teachers will break for recess a little after am so as to not push students to study so close to recess. At am all students are given an hour break and get sent out to the playground, this is the best time for you to have your sims socialize with other children of your choice.
Teachers will head back to their classrooms at around , at around they begin to send all of their students to study, once again they can do that without leaving their desks until pm.
Usually in the afternoon all students will study hard. It takes a little while for that to kick in and you should begin to see parents arrive by around pm. Teachers become just regular visitors and end the teacher role just after pm to avoid making sims study that are about to leave. Typically your sims will be actually leaving the lot at around pm, many other students will have left by then, others will be playing in the play ground and some parents will still be waiting for their children.
Soon after arrival at school your sims interest in school will be centred. After recess the headmaster will continue to patrol the playground until pm. If the headmaster finds children out of class they will get a lecture then be sent to study. To use both remove the file named GummiluttOptionalSchoolbus. A sim that is a prisoner in the ij prison system is not sent to school. This is a phone call found under the Transport Phone Calls to send your retired or unemployed elders out of the house for a while.
For the phone call to be available it must be before pm and there must be a qualifying elder in the family. To qualify the elder must be either unemployed or retired, be alive and awake and currently be at home. While they are out their social and fun motives will increase, if their bladder motive drops below half they will relieve themselves and the motive will max. All other motives will decrease at the normal rate but are prevented from dropping too low. The value of craft-able items will normally more than offset the nominal cost.
For this reason, they must sleep in a coffin or meditate during the day. Due to their nocturnal nature, they can be contacted via phone after other Sims complain of being woken up, but cannot be called between 7 AM and 6 PM; a vampire who owns a computer may be chatted with online at any time.
Other creature Sims can also become vampires, and possess unique combinations of physical traits. Alien , PlantSim , and evil-aligned witch vampires will have turquoise skin, while zombie vampires turn dark blue. Werewolf vampires will retain their vampiric appearances during the day, and look like werewolves at night. Servo vampires gain fangs, a red eye, and a small bat tattoo on their heads.
If at any time the Sim grows tired of the vampire life, Vampirism can be cured with Vamprocillin-D , purchasable from the Matchmaker or brewable by witches. Other Sims can Influence vampire Sims to drink Vamprocillin-D, provided they have the potion in their inventory this can be accomplished by giving it to them as a gift.
Once cured, the Sim will be returned to normal; they will be able to go out in the day but will lose all the perks of being a creature of the night. A testing cheats interaction exists for curing vampirism, but the interaction is bugged and does not actually cure vampirism. Sims will not necessarily have wants or fears related to vampirism, but if they do, all Sims except Knowledge and Pleasure Sims will fear it.
Knowledge Sims will want it, and once bitten will fear curing it. The memory of becoming a vampire is always positive, even if the Sim feared becoming one. The Grand Vampires will not appear in a neighborhood that does not have a Downtown sub-neighborhood associated with it. Vampires will not bite autonomously until a playable Sim has been turned into one. Since that requires some positive action on the part of the player, whether or not to have vampires other than the Grand Vampires is effectively a matter of player's choice.
Jfade has a set of mods which can be used to control vampires' biting. One keeps vampires from biting NPCs. This can be useful, as once Grand Vampires start biting autonomously, they may attempt to bite Mrs. CrumpleBottom , which can lead to game corruption. Another only allows them to bite on residential lots, while the third disables biting altogether.
The player's character will get turned into a vampire by Virginya Feng while doing a goal for Lincoln Broadsheet. While the player is a vampire their hunger need will drop faster while outside during the day. They will also have the bite perk which can be used to fill the hunger need at the cost of angering the individual bitten and lowering the player's sanity.
The player can cure themselves of vampirism by asking Mambo Loa about a cure which which will unlock a vampire cure recipe on crafting tables which requires garlic and plasma packs. The bite perk will be retained after the player is cured and if the player uses it they will become a vampire again. While not included in the base game, vampires are included in The Sims 3: Late Night expansion pack as well as a theme pack for The Sims 3 iPhone. Unlike The Sims 2 , vampires do not die when they are exposed to sunlight.
Instead, they will begin to smoke and will get a negative moodlet when they step outside during the day. If a vampire remains exposed to sunlight, it will eventually pass out and will not be able to use its abilities. Also, the player will get a message if a vampire Sim steps outside during the day.
Vampires in The Sims 3: Late Night look relatively normal, although they have paler skin and shinier eyes than regular Sims. If the player would like to make a light skin, then " testingcheatsenabled true " may be used.
There should be an option to edit the Sim in CAS. Players can usually pick them out in a crowd by their bright eyes, and possibly by the spiky tattoo on their neck.
Sims receive this tattoo after becoming vampires, though it is possible that this tattoo could also be selected in CAS via "unlockoutfits" cheat code. A regular Sim, unless he or she has the Brave or Evil traits, will get the Hunted moodlet whenever a vampire who they are not friends with is around. Once a Sim has met a vampire, the vampire will show up in that Sim's relationships panel with a red box around his or her picture. The Sim can use "Ask to Turn" with the vampire, whereby he or she will hold out their arm, and the vampire will bite them on their wrist.
If they have a high or romantic relationship with the vampire, the vampire will bite the Sim on the neck instead. If a playable Sim is a vampire, then the player can offer to turn any Sim, but if the Sim refuses, the human Sim will get the "Freaked Out" moodlet. If there are too many other Sims around, or if the player's Sim doesn't have a high enough relationship level with the vampire, he or she may be rejected from receiving "the gift.
After the bite, he or she will have a moodlet describing a mosquito or spider bite. The Sim will then turn into a vampire after 2—3 days.
Although vampires can travel, a transforming Sim who is trying to board a plane will be noticed by the flight attendant due to the blemish and will be refused by security. If the Moodlet Manager is used on the human with the moodlet, the Sim will become a vampire. Vampirism can be cured by buying a cure from the science lab , which costs simoleons. After being cured, the vampire will lose its vampire form and powers and will become a normal Sim.
Vampires can also have children that will be born with Vampirism. These vampire children can also be cured. Vampires grow up as normal Sims do, but age five times slower than normal once they reach adulthood. Vampires are improved upon in The Sims 3: Supernatural.
When this expansion pack is installed, the Vampire life state will be available whether or not The Sims 3: Late Night is installed. Vampires in Supernatural are essentially the same as the ones in Late Night, but with added features, customization, and social interactions. Vampires can become immortal if they get the Immortal lifetime reward.
Certain elixirs can either cause vampirism or cure it.
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