Bon Voyage Woohoo Memories
ZephyrZodiac:
I think it's partly a personality thing, and the two teens having high relationship scores. Moth, of course, has a very outgoing personality, and in that version of Veronaville she was best friends with Benedict. I'd also used SimPe to correct the Summerdream family's erroneous assumption that they are related to every other playable sim in the neighbourhood, and likewise to set their relationships back to zero or thereabouts with some of them, and those two still managed to get 100/100 by the time they grew to teen. Also, I made Benedict Knowledge, while the game has predetermined him as Family, (I hate it when they do that....) so he was presumably just as keen to explore this new skill as she was! ;D
jolrei:
Ah well, then I can hope for funky things from my teen sims. Both playable spawn are very outgoing and active (Alex has an 8 for outgoing and Bexley has 10 outgoing points. Bexley has just made the jump from toddler to child, so we'll have to wait for him). Alex already has 2 bolts with at least two teen girls he's met, and wants to romance at least one of them. Relationship scores are STR 100 and LTR 50 (approximately) in both cases. Let the fur fly, I say.
And then he can get a teen job, before running off to uni.
ZephyrZodiac:
You do need to have the ACR object actually on the lot, I think, for them to woohoo autonomously, only adults and young adults will do it without spawning the adjuster.
jsalemi:
Right; you also need the ACR adjuster on the lot for elders to woohoo autonomously, too. TJ had some problems with the code for both teens and elders, and having the adjuster on the lot makes it work.
Doc Doofus:
My post was meant (mostly) in humor.
I have tried Sux McNutty's shower. I don't want to be critical of somebody else's work, but I had some issues with it. It seemed to cause some crashes, possibly related to the ambitious attempts to change want-trees and memories. I had to remove it when I upgraded to BV and haven't put it back. The explicit animations lost their appeal very quickly and, after that, there was no game-related reason to do it again. They were very long and mechanical looking.
I do like the clothing-booth approach. It's noisy, has a flashy animation, and leaves something to the imagination.
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