Rhythm 1/Turning 1/Season 4
For a long time, I’ve been baffled over why some sims visit the park constantly and others never do. I’ve got several mods that regulate the population. I really have no idea which one it could possibly be that is drawing pets to the park without the lot trait but I figured out it was the pets that is the key!
But, I also realized that the Willow Creek Park is a really crappy meeting area. There are usually 10 or more of the allowed 25 sims in the zone either walking by the front of the park or roaming the back area where I don’t screenshot since it’s all built up and pretty. So, I tried several other locations for a new park and all were horrible. Anything in a neighborhood they would roam the entire hood so there were even fewer sims at the park! Windenburg island was a major fail because they ran across the whole thing to arrive! Finally, I decided on Deadgrass Isle. I did several days of testing there and it seems perfect!
One confusing thing that I noticed though is that the owned pets kept appearing at the new test park as strays. I was completely boggled and decided to do some tests to figure it out.
I took over Sophia and Kyra’s camp where the stray lot traits are. Rainbow showed up as a stray. After a lot of testing, I finally discovered that whether the household is living on a lot or not is the key! I’d left Sophia and Kyra homeless and thus Rainbow became a stray to the game! I think this is because of the pet walkers the game normally generates. Their pets always show as strays. That figured out, I placed everyone with pets on lots and removed my “townies” folder to let it generate actual strays.
A cat named Cat! How original!
During that testing, I fell in love with a dog named Kona and adopted her! Isn’t she beautiful?
One problem I’ve recently noticed while not testing is that sims spawn but never walk to the park. They spend several sim hours just lurking at the spawn point until leaving. I really have no idea what the solution to this is. I tried teleporting Stormy closer, having her call them over and then teleporting her back but that would get really annoying in regular game-play. I tried finding a mod that extends the reach but couldn’t find anything.
Lucca and Vicente agree that this new park location is like paradise! They played cards for hours together. I mourned the fact that it was all a test and never happened.
The next day the most beautiful sheepdog appeared and started down the boardwalk! I couldn’t let him get away without an introduction! I was actually bitten by a sheepdog as a child so my reaction was surprising.
How could anyone resist this face?
I had to adopt him! His name was also Kona so for the rest of the duration of the testing I had two dogs named Kona.
What? I didn’t know this happened autonomously. She didn’t get preggo but I was shocked to say the least.
It was with a heavy heart that I said goodbye to my pups. Also, that cat is a breast cancer awareness kitty whom I’d given to Alvin and Tobias for the pet tests. I still can’t believe that at least in my heavily modded game sims who have pets are the ones that visit the most!
Did you think I’d really let go of my babies? Naomi adopted Kona 1 now known as Jitterbug. She’s a good fit seeing as how Naomi is fairly active and Jitterbug is an active dog.
And Michelle adopted Kona 2 who is now named Snoozer since he is a couch potato dog and Michelle is lazy.
And the first thing I did post-testing was the height adjustments. I figured if I needed to place them all on lots and mark them as played I might as well do them at the beginning of “day 12” instead of halfway through. I also decided to give toddlers and some of the pets new outfits each height rotation.
A/N: I actually dug these pics out of the recycle bin. Since I’m not publishing my chapters publicly anymore I figured I can write out stuff like this with no worries that it’s taking up my precious one-a-day slot.