Going off lot can be useful
Lion:
The ability to order some sim to go off lot for a while can be useful for running a medieval or jungle hood, where sims don't take carpool to go to work; or if you want to have a complete control over your hood's economic system where not a single penny goes unaccounted for, and use Jordan's employee no double dip, and it bothers you that they have way too much time at home; or even if you let them go to work (and deduct their wages like I do, because those money comes from nowhere), and most of your playables are employees, and therefore a couple always go to work at the same time, which makes it very hard to cheat (even though ACR contains the woohoo effect within rooms, they can still inappropriately show affection in common areas).
Currently "go hiking" in FT gets a sim to go off lot, but only for an hour (as far as I can see), that's not long enough. Smonaff at MTS2 has a jogging mod up to 4 hours. But it is not long enough for an 8-hour work day, and you don't always want your sims to be super fit.
I saw somewhere a mod that makes a sim go off lot shopping. [EDIT] I found it, it is Dizzy's stuff face mod, and it is NOT autonomous. But I still don't want unaccounted food source.
I can also just delete them and then summon them back after a while. But they come back all green. It takes quite a while to modify each of their motives every time. And you also need to keep track of their motives before they leave the lot, and then do some addition and subtraction. That's just too much work.
So what I'm asking here is if somebody awesome can make it possible to make a family member or more go off lot while you keep playing the family for a flexible number of hours. Somewhat like uni students go off lot to visit campus, but definitely not that compulsive as Maxis implemented, and not bringing home pizza, or anything for that matter. If it can be made to choose autonomous or non-autonomous, that will be more realistic, but probably not necessary. Non-autonomous is more important than autonomous in the scenarios I can think of. My hunch is to base on the "go hiking" and include time choices, minus the random "meet so-and-so", and plus proper motive decay.
When it comes to the motive decay, I'm thinking it maybe makes sense to differentiate between go to work (comes home very tired, less fun and comfort, not completely starving because they have lunch at work, like Maxis jobs, and no money), go to town (comes home with more fun and not as tired), and go longer hiking (comes home very tired, but with more fun). Although I will be very happy just to have them disappear for up to 8 hours and come home not completely green.
pixiejuice:
Sorry, I'm not awesome. But I like these ideas.
dusty:
Squinge used to have something that let the 'take a spin' in a car action be extended. It would pop up a box asking if you wanted the sims to come back yet or something. I am reasonably sure that their motives decayed while off-lot, but it's a long time since I had it installed. It was called something like 'cruise till you're done' if you wanted to look on the graveyard, but with the car thing it may not suit your theme.
Pyromaniac:
There's always crammyboy's community time project hack (here). My business families can't live without it.
J. M. Pescado:
Psychic perception only extends to the moment of woohoo anyway. 1 hour should be all you need, since you can hit engage the moment they leave.
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