View Full Version : Will Fences Prevent Running Away?
JDacapo
16th May 2012, 10:41 AM
I was wondering if a teen or pet that is fenced in and gets into a situation where he or she might run away, what would happen? Would the Sim still be controllable, and will other sims still be able to interact with him/her?
dieKristina
16th May 2012, 11:43 AM
Teens will just run straight through the fence - at least thatīs what Lillith Pleasant did in my game. Donīt know about pets, since I have never had a pet run away.
JDacapo
16th May 2012, 11:46 AM
Teens will just run straight through the fence - at least thatīs what Lillith Pleasant did in my game. Donīt know about pets, since I have never had a pet run away.
Wow... it's weird that EAxis thought of that but not of completely removing the delete option from the family bin. Wonder if the runaways would run through a wall. Have you tried that?
dieKristina
16th May 2012, 12:32 PM
No I havnīt tried that. When Lillith ran away I had placed her inside a "case" with fences around her (I didnīt like Lillith back then ;) ) to prevent her from interacting with the rest of the family. Anyway, when her needs got low, she said something like "Iīve had enough - Iīll leave!" and simply ran away. Itīs a bit funny how at least teens can do that under those circumstances, but yet sims canīt reach the fridge if theirs a teddy bear in the way :lol: .
Fivey
16th May 2012, 02:21 PM
I treated the Pleasant kids rather equally, I think. Everything bad that happened was mostly autonomous or random circumstance. Lilith ran away because her family kept acting horrible towards her autonomously (which I tried to remedy, but...). Angela got teen pregnant from an one-night stand. She had a shotgun wedding with Alan Kimbrell, a BWV townie. Lilith was the only one to go to college. Then Lilith got pregnant with Aldric Davis's baby in college. She married him. Then Angela had a divorce because stupid fucking Nina Caliente won't get her slimy hands off Alan. Seriously, he didn't flirt with Nina once even with ACR, but Nina kept doing romantic interactions. Agh. So Angela had it worse, but it was because of autonomy.
Anyway, I digress.
If a teen runs away, they WILL run away at any costs.
Peni Griffin
16th May 2012, 03:34 PM
I tried to confine a stray in the backyard once to make getting to know it well enough to adopt it easier, but it vanished anyway.
sushigal007
16th May 2012, 03:43 PM
I hear strays are more likely to stick around if you leave food and toys out for them to keep their needs up.
Peni Griffin
16th May 2012, 04:39 PM
I did. Got it a bed, bone, and kibble dish, and played with it quite a bit. IRL I'm great at adopting strays - have to restrain myself from doing it - but in Sims I suck at it. They went ahead and adopted a puppy from the pound, since they had a toddler and all that pet stuff.
Darby
16th May 2012, 05:02 PM
Some events defy attempts to override them. Thus, Social Worker can walk through walls or teleport kids to the car, runaway teens cannot be contained, and I suspect a pet that wants to run away will be able to as well.
Peni, the key to befriending a stray is to rotate between at least three different interactions. The relationship boost for each interaction will be higher that way. Feed Treat is a good one for keeping them from leaving due to hunger, and Play interactions keep them entertained that way. When you get Rub Belly or Hug for dogs or cats respectively, those give a bigger boost than Stroke. With a little practice, you'll be able to get the Adopt option on the first visit, most of the time.
larky
16th May 2012, 08:08 PM
I thought there was a time limit on how long a stray would stick around; they always seem to leave after four or five interactions at most. I admit I haven't checked what their motives were, though.
Darby
16th May 2012, 08:47 PM
I don't think there's a time limit, per se. More to do with their motives which, if you can keep them high, will keep them around longer. Energy is the only one you can't affect without cheating.
hannahmh87
16th May 2012, 10:08 PM
It makes sense - if in real life you wouldn't stick around in a place where you were left to starve with nothing to keep you occupied.
JDacapo
17th May 2012, 02:30 AM
No I havnīt tried that. When Lillith ran away I had placed her inside a "case" with fences around her (I didnīt like Lillith back then ;) ) to prevent her from interacting with the rest of the family. Anyway, when her needs got low, she said something like "Iīve had enough - Iīll leave!" and simply ran away. Itīs a bit funny how at least teens can do that under those circumstances, but yet sims canīt reach the fridge if theirs a teddy bear in the way :lol: .
It's also funny that Sims 2 doesn't have any real safeguards except for when you delete subhoods. Perhaps there should be a mod called 'step on it' where sims can step on small objects or squeeze around them if they are blocking a rout. At the very least, teddy bears are far less likely to be in front of the fridge in my game because I have the noautotalkthrough mod.
Fivey
17th May 2012, 05:13 AM
It's also funny that Sims 2 doesn't have any real safeguards except for when you delete subhoods. Perhaps there should be a mod called 'step on it' where sims can step on small objects or squeeze around them if they are blocking a rout. At the very least, teddy bears are far less likely to be in front of the fridge in my game because I have the noautotalkthrough mod.
VOILA! (http://www.modthesims.info/download.php?t=320185) C'EST BON, NO?
JDacapo
17th May 2012, 06:48 AM
VOILA! (http://www.modthesims.info/download.php?t=320185) C'EST BON, NO?
Obrigado! Merci beucoup!
Figured that if they could do it with Habbo(to prevent trolls from 'closing the pool') then they could do it with Sims 2!
Fivey
17th May 2012, 07:00 AM
Obrigado! Merci beucoup!
Figured that if they could do it with Habbo(to prevent trolls from 'closing the pool') then they could do it with Sims 2!
Well, the pool DID have AIDS.
JDacapo
17th May 2012, 07:26 AM
Well, the pool DID have AIDS.
ROFL! You just made my day! Those videos I watched of the raids were funny too. The mods must've gone nuts trying to manage the situation.
Speaking of which, I was thinking of somehow making a game that plays like Archon 2, but would be Habbo-themed. It would be called "Habbo Raid" and would be Mods vs. Afro-Dudes, and if the Mods won, it would say something like "Banned", while if the Afro-Dudes won, it would say "Pool's Closed!"
It would have pieces like Mod Adepts with ban-sticks, Bobba-filter creatures, tattle-tales, noobs, break-dancers, spammers, lamer-trolls, etc.
Fivey
17th May 2012, 07:29 AM
ROFL! You just made my day! Those videos I watched of the raids were funny too. The mods must've gone nuts trying to manage the situation.
Speaking of which, I was thinking of somehow making a game that plays like Archon 2, but would be Habbo-themed. It would be called "Habbo Raid" and would be Mods vs. Afro-Dudes, and if the Mods won, it would say something like "Banned", while if the Afro-Dudes won, it would say "Pool's Closed!"
It would have pieces like Mod Adepts with ban-sticks, Bobba-filter creatures, tattle-tales, noobs, break-dancers, spammers, lamer-trolls, etc.
You'd probably get sued for copyright infringement. On Habbo's behalf, of course. You'd just have Fo'chan be annoyed with you. :lol:
JDacapo
17th May 2012, 07:57 AM
You'd probably get sued for copyright infringement. On Habbo's behalf, of course. You'd just have Fo'chan be annoyed with you. :lol:
LOL. They'd sue me for artistic expression? And I thought Fo'chan would have a sense of humour. Perhaps turning the 'Apocalypse' spell into 'Catturday' would smooth things over heheh!
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