I have many other small things on my ‘to-be-implented’ list: I would LOVE feedback and suggestions for features, so please let me know! That’s really the ‘main’ framework of the mod but honestly there’s so much more like a clean and dirty water/thirst system, optional acid rain/contaminated air outside, bunker safety, ect. This doesn’t mean every sim is gone though! They are in their houses surviving, just like you! So the streets and venues you visit will be empty, as they would be in a real post-apocalyptic setting. I am a big nerd for immersion and this kills it for me. The BIGGEST thing I knew I wanted when I first started making this mod was that I couldn’t have random NPC just walking around on the streets outside your house. Scavengers, who can be sent out on scavenging missions once a day and will find scrap wherever they can.įuture plans are place-able plots for npc survivors to automatically upgrade themselves.Įmpty Worlds.Teachers, who will looks after and teach the younger sims.Fixers, who will keep everything in tip top condition.Farmers, who will look after gardens and grow food.If they join your settlement, you assign them a bed or even a tent outside, and then give them jobs. Future plans include these declined sims possibly turning into raiders. You didn’t think you were the only ones left, right? Every now and then a fellow survivor will beg to join your group, and you can agree to let them stay (and eat your valuable food) or you can force them back into the desolate wasteland to fend for themselves. Future plans include a medic/doctor, and having a trader join your settlement eventually. For some sims, the end of the world is a business opportunity… and boy is business booming! You will see these traders sometimes around your neighborhood, or once your sim has repaired the communications tower, they can send out transmissions for a food or junk trader once every 24 hours. Future plans for these include a broken down car which can be repaired and then used for scavenging trips to bring back more items and a possible car mechanic skill. These objects will make life just a little bit easier for your survivors, but they will have to work hard to get them going again. There are some objects in the mod which your sim will most likely need to use at some point, like the Communications Tower. Future plans** for this include story-driven chance cards and scavenging triggered events. Scavenging is exhausting but guarantees at least a little bit of food, and sometimes other useful items. The Eco Living electricity and water making objects will provide you with these luxuries if you so want them, though. You will have to stockpile your supplies and ration carefully. It can only be scavenged, bought from a passing trader or grown. I dislike how easy and shallow gameplay in TS4 is, and even with mods designed for apocalyptic / off grid gameplay I still felt completely un-immersed when sims would come welcome my supposedly apocalypse based family, or they could always buy food from the fridge.įood is scarce. I tried to make as much of it base game compatible as possible but it just wasn’t in my scope to do so. One thing I need to mention immediately is that this mod WILL require Eco Living. But I kinda have an issue with getting excited, getting everyone else excited by posting and then losing steam… so I told myself I couldn’t post about this until most of it was done lol. I’ve been working on and off of this mod for almost a year now, its my little passion project and I’ve been absoultely dying to let everyone know for AGES. No more sims wandering about the neighborhood, no more easy food, no power, water, or magical insta-purchasing. Llazyneiph: SURVIVE! a post-apocalyptic gameplay mod
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