Caliente family, Rotation 1 (Spring)
The end of the first rotation is afoot, let's see how Nina's doing.
After the disappearance of bella, death of mortimer, and fleeing of don lothario, Nina Caliente was left all on her own, for the first time in her life. She had never lived alone, wether it was with her parents before Dina came along, or living with Dina throughout college and their adult years, she wasn't used to this sort of thing.
And now, she had a baby on the way, courtesy of that sleazy bastard Lothario. In retrospect, she had to admit, her grandfather was right, never trust human men. She still wanted to marry rich, of course, but she knew it would irresponsible at best to try THAT scheme again with a child involved. She wasn't from divorced parents, but she lost her mother when she was young, and she remembered how that had hurt. If she married rich and they divorced, her husband would almost certainly get custody.
So, she decided to, for once, do things herself. She studied and studied throughout her pregnancy, got a dog to keep herself company, and carefully excersied, even as her belly grew rounder. She kept in touch with Dina, calling her every so often to keep her in the loop of events, as Dina did the same. Soon enough, she gave birth to a boy, and decided on using the spanish side of her family heritage to name him; Emiliano. She gave him the Caliente name, refusing to let that scumbag Lothario have any influence over her new boy. Not that Lothario gave a shit, apparently, as she heard from a friend of her grandfather's that he'd fucked off to somewhere in the desert. Little did he know that place was crawling with aliens and hybrids, so he could take his new doe-eyed lover and disappear like Bella.
As she cared for her boy, and dog, and planned to enter medicine as a career, she thought back to Bella, and how her sister was caring for the woman's son. Begrudgingly, she felt bad. She supposed she could ask her grandfather where his friend had dropped Bella off of, if they did at all, but… well, she didn't feel THAT bad. Maybe someday, but she'd made enough deals with the alien side of her family in the past decade, she didn't fancy pushing her luck.
and so, as summer comes in to Pleasantview, a new generation is born across the households. After abductions, teenage pregnancy, and cheating scandals, lets hope the next rotation is a bit calmer.
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I've been building a townhouse all day today and these have been invaluable to me today!
Seasoned TS2 builders/players will no doubt recognise them, but I only recently discovered them, and thought it might be useful to share them, along with download links with you all. 😇
First one is 'Tile Blocker'.
It's as simple as the name suggests. This one stops sims walking into the tile where you've played this big red brick. Of course it has an invisible recolour, like OMSPs. This is useful in instances say, where a dresser's mesh overhangs another tile, so you can stop a sim being router, so they don't walk through the object.
Example of it being used here.
You can download it here.
Second one(s) are Slot Blocker/SlotBlocker and serve the same purpose.
I have many surfaces in the townhouse, where I don't want to put items, but I don't want sims to place items there either. There are two different types and I downloaded both.
I found that the SlotBlocker (pictured above) appears on more areas than the first one, but I do have Moar Slots installed. The first link is part of a Counter Completers set.
Slot Blocker can be downloaded here.
SlotBlocker can be downloaded here.
And last, but by no means least, are these beauties. These were a shock that I'd not heard of them before. I actually found them off TeaAddict's videos, but she mentioned that AniBats had used them in her Pleasantview series videos.
These are Object Rotators. 😍
Basically, they let you rotate for even more increments, so not just at 45 degree angles.
For example, I got this chair to be at a fair gentler angle to the dresser than if you'd not used them. There are three different sizes for differently sized objects, only 1 tile objects sadly atm.
The set I have can be downloaded here.
However, in searching for the link for this post, I saw these as well, which I assume serve the same purpose..? 🤔 I've not used them but thought I'd link them just in case anybody else was interested.
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Oregon Trail Challenge
To begin with, randomize 8 families. One of these households will be the Leader and will pick one of the options below. You may choose to play all the households in rotation or play solely the Leader and install Story Progression to have the other households move forward.
It is advised that you install CC such as wagons, oxen, horses, etc. but not required. You can go full Mad Max if you want to - you do you!
It is advised to set up identical lots, place families, and then set family funds. There are no rules regarding the beginning lot.
Select a career for the Leader
Banker
Start off with $5,000 simoleons.
Carpenter
Start off with (3) wood planks, (3) nails, and all sims in household have 4 logic skill points.
Start off with $1,000 simoleons.
Farmer
Start off with extra fridge.
Once a career is selected sims can purchase supplies at Matt's General Store - oxen to pull the wagon, food, clothing, ammunition, and spare wagon parts.
Start off with $800 simoleons.
THE CHALLENGE
The challenge will take 16 sim days to complete. Due to delay mechanic, these will be referred to as tiles. Sims have 20 days to reach the end of the trail before winter sets in.
There are several landmarks such as a river crossing or a fort. Each landmark has different choices available to the player, such as purchasing supplies at a fort, talking to fellow travelers at a geographic landmark, or choosing how to cross a river.
Rivers can be crossed by fording the river, caulking the wagon and floating across, or in some cases by paying for a ferry; the chance of crossing without failure, which can result in losing supplies or damaging the wagon, depends on the state of the river and the weather.
As the party progresses further along the trail, the prices for supplies rise. At two landmarks, the player can choose to take a "cut-off", or shortcut; these paths are shorter but bypass the next landmark, a fort.
Sims have 20 days to reach the end of the trail before winter sets in. Once winter sets in, Winter Handicap applies.
Roll d6 every day to determine if a random event occurs. An odd roll means an event occurs - roll for event.
Sims may hunt any day on the trail, however hunting delays by 1 day.
THE TRAIL
Pre-Trail Matt's General Store
Tile 1 - Trail
Tile 2 - Trail
Tile 3 - River
Tile 4 - Fort Crumplebottom (5% markup on supplies)
Tile 5 - Jail Rocks Landmark
Tile 6 - Trail
Tile 7 - River
Tile 8 - Chimney Rocks Landmark
Tile 9 - Fort Goth (10% markup on supplies)
Tile 10 - Independence Rock Landmark
Tile 11 - River
Tile 12 - Fort Lothario (15% markup on supplies)
Tile 13 - Trail
Tile 14 - Trail
Tile 15 - Fort Caliente (20% markup on supplies)
Tile 16 - Trail
You've reached the Pleasantview Valley!
RIVER CROSSING
Rivers can be crossed by fording the river, caulking the wagon and floating across, or in some cases by paying for a ferry; the chance of crossing without failure, which can result in losing supplies or damaging the wagon, depends on the state of the river and the weather.
---Fording the River
Roll a d10 for survival. D1 is an automatic drowning. Having a body skill level of 4 or higher automatically ensures survival.
---Caulking the Wagon
Roll a d10 for survival. D1 is an automatic drowning. Having a body skill level of 3 or higher automatically ensures survival.
---Ferry
Costs $100 simoleons per wagon.
LANDMARK
Sims have an option to visit the landmark and talk to other travelers. Max motives to be used on all sims within the wagon train. Visiting landmark does delay by 1 day.
WINTER HANDICAP
If the wagon trail hasn't completed all 16 tiles after 20 days they will be handicapped.
Change all seasons to winter.
RoS to be rolled for all households every day.
If it snows in game, delayed an additional day.
HUNTING
If the player chooses to hunt they should go to community lot set up with Sun & Moon hunting objects. Must use ammunition (use whatever you'd like to represent this - for example, I used a deco rifle as an example for a day's worth of bullets) and remain on lot for 24 hours. Will delay wagon train by 1 day.
OTHER PENALTIES
There is a penalty for losing all livestock - it will take 2 days to complete 1 tile.
RANDOM OCCURRENCE SCENARIOS
Roll d6: D1/D4 Injury/Sickness, D2/D5 Event, D3/D6 Delay. Optional: roll D6 again for delay - odd the delay stands, even can disregard.
Injury/Sickness (d12)
1 Buffalo Stampede
Every sim has to roll a d6 for survival. Rolling a 1 means the sim will die. Drop energy of all impacted sims to 25%. -Having a body skill level of 4 or higher automatically overrules survival roll.
2 Hypothermia/Frostbite
Every sim has to roll a d10 for survival. Rolling a 1 means the sim will die. Change sim temp to freezing. -Having a body skill level of 4 or higher automatically overrules survival roll.
3 Heatstroke
Every sim has to roll a d10 for survival. Rolling a 1 means the sim will die. Change sim temp to heatstroke. -Having a body skill level of 4 or higher automatically overrules survival roll.
4 Accidental Gunshot
Roll to determine which sim was shot. Roll a d6 for survival. Rolling a 1 means the sim will die. Roll d6 every day for the next 5 days to determine if infection sets in. -Having a body skill level of 4 or higher automatically overrules survival roll.
5 Animal Bite
Roll to determine which sim was bit.
Roll a d10 to determine extent of injuries. (1 extreme to 10 mild)
Rolling a 1 means the sim has rabies.
Roll d6 every day for the next 5 days to determine if infection sets in.
6 Mild Sickness (Cold, Flu)
Roll to determine which sim is impacted, give them a cold via game mechanics.
7 Burned by Campfire
Roll to determine which sim was burned. Roll d6 every day for the
next 2 days to determine if infection sets in.
8 Broken bone (arm, foot, hand, hip, or leg)
Roll to determine which sim was injured.
Roll d6 every day for the next 2 days to determine if infection sets in.
Impacted sim must rest in bed for the duration.
Optional: use CC cast to indicate injury.
9 Serious Sickness (Cholera, Consumption, Diphtheria,
Dysentery, Grippe, Malaria, Measles, Pneumonia, Scarlet Fever,
Scurvy, Smallpox, Typhoid Fever, Water Poisoning)
Roll to determine which sim is impacted, give them a pneumonia via game mechanics.
10 Food Poisoning
Roll to determine which sims are impacted.
Roll a d6 for survival. Rolling a 1 means the sim will die.- Having an interest level of 4 or higher in Health automatically overrules survival roll.
11 Snakebite
Roll to determine which sim was bitten. Roll a d6 for survival. Rolling a 1 means the sim will die. Roll d6 for the next 1 day to determine if infection sets in. -Having a body skill level of 4 or higher automatically overrules survival roll.
12 Poison Ivy
Roll to determine which sim is impacted, give them poison ivy via game mechanics.
-----INFECTION
Infection sets in if a 1 is rolled. There are three levels of infection. If I sim rolls for an infection and reaches level 2, they must roll and go back down to 1 before getting better.
Level 1 - mild, fever/chills. Give sim cold via game mechanics.
Level 2 - more severe, all motives to drop by 50%.
Level 3 - death.
Event (d10)
1 Prairie fire
Every sim has to roll a d6 for survival. Rolling a 1 means the sim will die. -Having a body skill level of 4 or higher automatically overrules survival roll.
2 Strangers Approach
Roll a d6 to determine if this is a positive (odd) or negative (even) event. -Having a charisma skill level of 4 or higher automatically overrules negative roll.
Positive - roll to see what the party gains.
1 $100 in Simoleons
2 Wagon
3 Oxen
4 Food
5 Clothing
6 Equipment
Negative - roll to see what the strangers take from the party.
1 $100 in Simoleons
2 Wagon
3 Oxen
4 Food
5 Clothing
6 Equipment
3 Abandoned Wagons
Roll d6 to determine which abandoned wagon they find. ***You may other create 6 abandoned wagon lots or randomize from buy mode what is found.
4 Missing Person or Livestock
Roll to determine which sim or animal is missing. Can choose to delay travel and roll to look or to move on. If delay is chosen, roll a d6 to determine if sim/animal is found - rolling a 6 means the search is successful. -Having a logic skill level of 4 or higher increases chance of finding lost sim/animal by +2.
5 Theft
Roll to see which sim gains thief trait. They must attempt to swipe an item every day they are on the trail.
6 Wild Fruits/Vegetables
Gain d6 amount of food.
7 Death of Livestock
Roll to determine which livestock die.
8 Drowning (almost)
Roll to determine which sim is impacted. Drop energy to 25%.
9 Spoiled Food
All meat has spoiled and must be removed from inventory.
10 Found Fresh Water
Roll d10 to determine how many buckets to put in inventory.
Delays (d6)
1 Severe Weather (thunderstorm, fog, duststorm, hailstorm, etc.)
Roll d4 to determine how many days the wagon train is delayed.
2 Quicksand Ahead
Roll d4 to determine how many days the wagon train is delayed.
3 Obstructed Path (fallen rocks and boulders)
Roll d4 to determine how many days the wagon train is delayed.
4 Livestock is injured.
Can choose to delay or to put animal down.
5 Animals Exhausted
Delayed 1 day.
6 Wagon accident (Tipped Wagon, wagon caught on fire, broken parts, Wagon stuck in mud or deep sand, etc.)
Delayed 1 day. Must use wagon parts to repair or wagon must be abandoned. -Having a mechanical skill level of 4 or higher always wagon to be repaired without parts.
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