Author Topic: Rules: Self Employment Project Rules  (Read 22388 times)

Offline cndneh

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Re: Self Employment Project Rules
« Reply #30 on: May 30, 2012, 01:43:05 PM »
about Hidden Traits - do we count the hidden traits from each generation?  So Gen 1 - 2 hidden traits, Gen 2- 4 hidden traits etc  or is only the last generation that counts?  and I know hidden skills like pyro, make no messes (skills you get from service sims), but what about ones they learn from items like hopscotch, pool, trampoline, darts, club dance etc  they 'level' up in these as well, do they count?

thanks!

Offline ratchie

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Re: Self Employment Project Rules
« Reply #31 on: May 30, 2012, 01:47:54 PM »
Count the hidden traits from each generation. I wouldn't count the skills learned from hopscotch etc because that trait or skill(as far as I know) is not passed on to any children.

Rachel
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Offline cndneh

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Re: Self Employment Project Rules
« Reply #32 on: May 30, 2012, 02:27:56 PM »
Count the hidden traits from each generation. I wouldn't count the skills learned from hopscotch etc because that trait or skill(as far as I know) is not passed on to any children.

Rachel

Thanks... that of course makes total sense!

Another question... since we aren't allowed to go into buildings, I assume the bookstore is out.  So I can't learn bait for fish, recipes, music.  Also I assume Mods for stocking bookshelves with all those books are off limits as well.

Ketalar

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Re: Self Employment Project Rules
« Reply #33 on: May 31, 2012, 10:19:59 AM »
One more question. Technically seeds are worth something, so picking them up adds a few(althought totally negligible) simoleons to the household. So are sims which are not nature lovers allowed to collect seeds for forthcoming generations?

Offline ratchie

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Re: Self Employment Project Rules
« Reply #34 on: May 31, 2012, 10:29:31 AM »
Only those Sims who are at one with nature may collect seeds. So that would be gardeners and collectors.

Rachel
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Ketalar

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Re: Self Employment Project Rules
« Reply #35 on: May 31, 2012, 11:03:24 AM »
That screws my plan of the housewife getting special seeds, hahaha :P

EDIT : Let's say one generation has many kids. Can many of them have spouses as long as only one couple gets a child?

Offline ratchie

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Re: Self Employment Project Rules
« Reply #36 on: May 31, 2012, 01:05:51 PM »
You can have any of them marry and have children.

Rachel
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Ketalar

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Re: Self Employment Project Rules
« Reply #37 on: June 03, 2012, 02:02:32 AM »
One last question ratchie am I allowed to marry an imaginary friend that has spawned on my household? They are neither a townie nor a NPC so it's kind of confusing..

Offline ratchie

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Re: Self Employment Project Rules
« Reply #38 on: June 03, 2012, 05:05:31 AM »
I would count imaginary friends as NPCs as they do not live in town and are therefore definitly not townies. So yes your Sims can marry an imaginary friend turned real.

Rachel
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Offline Roxanne07

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Re: Self Employment Project Rules
« Reply #39 on: June 05, 2012, 04:16:21 PM »
This is really awesome! :D A few questions here:

If all the traits have to be random, how do you make sure only one generation gets the Kleptomaniac/mooch trait?

Can you adopt pets like dogs and teach them how to hunt? Can the gems and metals they find be sold then?

It says in the rules that you can't spend LTHPs at all, but you answered a question earlier on this page if the heirs could be adopted: "Certainly or cloned whatever takes your fancy". So how can you make a clone of your sim without the lifetime reward thing?

Sorry if I sound confusing. :-X

Offline ratchie

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Re: Self Employment Project Rules
« Reply #40 on: June 05, 2012, 04:44:20 PM »
I made a mistake with the clone voucher thing obviously you cannot use LTH points so that is out of the question so my mistake on that one.

If somebody rolls the klepto trait it is just unlucky if you cannot use it,the same if your Sim ends up with green thumb but they are not one of at one with nature generation.

Adopting a pet is fine and they can collect gems but again only if they are living with the at one with nature generation.

Rachel
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Offline Roxanne07

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Re: Self Employment Project Rules
« Reply #41 on: June 05, 2012, 06:56:37 PM »
I made a mistake with the clone voucher thing obviously you cannot use LTH points so that is out of the question so my mistake on that one.

If somebody rolls the klepto trait it is just unlucky if you cannot use it,the same if your Sim ends up with green thumb but they are not one of at one with nature generation.

Adopting a pet is fine and they can collect gems but again only if they are living with the at one with nature generation.

Rachel

Okay, thanks. Definitely giving it a try!  :)

Offline Roxanne07

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Re: Self Employment Project Rules
« Reply #42 on: June 09, 2012, 04:06:55 PM »
Considering dynasty/legacy lots don't have the same price in all towns, should we use the family funds cheat to bring the funds down to $1800? Or is it okay if there's more money after purchasing the lot?

Also, the ones with nature are allowed to harvest wild plants, like off community gardens and parks, right?


Offline lonelygoddess42

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Re: Self Employment Project Rules
« Reply #43 on: December 01, 2014, 01:00:31 AM »
Can a sim pursue a skill that is not a part of their self employment as long as they don't make money off of it? For example, if Gen 1 has the artistic option can one of my Sims garden as long I don't sell any of the produce. This is an especially big thing with nectar making, since gardening is basically required to do it or will that be the one time they are allowed to go to the store
I don't where I'm going, but I'm on my way.

 

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