Easy way to Magical gnomes and are they bugged?
spaceface:
Those gnomes are way creepy. I prefer not to have things on my lots that move about in an unauthorized fashion.
virgali:
Thank you sooo much for a link to the hack. I actually need those seeds too since it takes ages to get the opportunities to unlock the seeds. I got two sims at lvl 10 gardening and I only JUST got the first opportunity to unlock the special seeds.
Back on topic, I wish someone would check and see what's up with them gnomes codewise. I fished my very first gnome, named him right away and he moved nicely a couple of times but then stopped. So I decided to kick it after a a sim week or two without any activity.
I guess it's easier to find them by doing all those activities (fishing/collecting/catacomb exploring), especially the meteor collecting seem to be very profitable when it somes to gnomes... in the meantime I'll be downloading that hack :)
jweslake:
There are two things I noticed with my Sims. First, I didn't get a magic gnome guy unil I had a plant planted (Sim planted, not through the build mode) on the home lot. Also, my (one and only) gnome has never ventured inside the house (does a foundation matter?). He moves almost every night, but he runs around and then poses somewhere near the planted garden. Perhaps there can't be a fence between them and a planted garden (gate included?)? Honestly, I don't know. My gnome has been active ever since I got him (and I renamed him as soon as I got him, so that doesn't stop them from moving). I just thought I'd share what happened to me.
chaos:
I had my magic gnome inside of a fenced garden, and he stopped moving after a few days. It was a small garden. Maybe he needed more space to roam about in.
uknortherner:
My current gnome has yet to budge. I placed it several (sim) weeks ago on the floor by the TV, and he's stayed there ever since - not moving, changing pose... Nothing. I might have to get my sim to kick the poisoned dwarf's arse just so it'll adopt a new pose or something.
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