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Kill Visiting Playables

by kestrellyn Posted 13th Nov 2021 at 4:34 AM
 
17 Comments / Replies (Who?) - 6 Feedback Posts, 10 Thanks Posts
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Top Secret Researcher
THANKS POST
#2 Old 13th Nov 2021 at 4:52 AM
Sweet! Now, what sim shall be my first victim, mwahaha.
Instructor
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#3 Old 13th Nov 2021 at 6:24 AM
FINALLY! ****!
Scholar
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#4 Old 13th Nov 2021 at 8:50 AM
Oh, right now none of my Sims has a cowplant. Now they have a powerful reason to get into the natural science career - yeah, let's get rid of those pesky neighbours! >:D

Ok, I gotta back up my hood, and I'll give this a try. I really really wanted my cowplants to be more fatal and this might be exactly what I wanted.
Mad Poster
THANKS POST
#5 Old 13th Nov 2021 at 10:39 AM
Way too cool! Thanks so much!
Mad Poster
#6 Old 13th Nov 2021 at 6:52 PM
Does it work same way as old cow (if Sim is hungry it will grab cake)? Any idea if it can be put on a community lot, and if it works there? Something needed in my empty cemetary...

Stand up, speak out. Just not to me..
Mad Poster
Original Poster
#7 Old 13th Nov 2021 at 7:17 PM
This doesn't change the cowplant at all.
Field Researcher
#8 Old 14th Nov 2021 at 1:13 AM
Great! I love this idea.

Killing sims is actually a fun part of the game, as twisted as it sounds. Especially sims you're really, really mad at. I once had a brand new sim girl move into a lovely brownstone apartment and spend every penny on furnishing the place to her liking. Then on the first night, Russ Bear snuck in and stole her chess table! She needed that to advance at work, and she had no money to replace it. The poor girl sobbed her heart out. But now he was on her relationship list - albeit at the very end, in bright red - so it was a matter of time. After all, revenge is a dish best served cold! She phoned him over and over until they made friends -or should I say "friends" (in quotation marks . . . meaning not really friends at all) - then she bought a gun (or rather one landed in her inventory and she didn't question it) and when that little happy face popped up beside his in her relationship panel, she invited him over. It was late at night. The two other tenants of the block, who lived in the brownstones beside hers, were not around. As soon as he appeared on the lot, she shot him dead! Of course she cried and cried over it because as far as she, my sim, was concerned they actually were friends. It was me who wanted revenge, not her. (Well, for her it had been months; for me, about 10 minutes.) It turned out that Christian Love, one of her neighbors, was standing on his dark stoop and saw the whole thing. Despite his name, he didn't appear too horrified about witnessing a murder, so they both went back into their own apartments and carried on with their lives.

The cow-plant would be a lot less time-consuming and emotional. Even the old stand-by, removing the pool-ladder, (Classic!) is extremely time-consuming and emotional. In fact, it's almost unbearable to watch - even for me! Anyone who's tried it knows what I'm talking about.
Mad Poster
THANKS POST
#9 Old 14th Nov 2021 at 5:16 PM
I agree..
Scholar
#10 Old 15th Nov 2021 at 9:46 PM
Now I know why I had to make Lilith selectable for Mary-Sue to get to drink her after she ran away and moved out! I felt cheaty for making her selectable and grab the cake after three near-misses, but I guess that was the only choice at the time. And...I also know why someone else didn't get chomped despite being a prime target and repeatedly grabbing for the cake! I'm curious, since you say this changes the death requirements rather than the cowplant itself -- would this allow killing visiting playables by custom means which otherwise tend not to work? I've had a storyline immensely affected due to a "Why are you still alive?" moment with a visiting playable attacked using a SimWardrobe weapon, which I ran with because I was inexperienced and thought it was beating the odds rather than having the odds stacked for her.
Mad Poster
Original Poster
#11 Old 15th Nov 2021 at 10:11 PM
Yes, they should be able to die by any means.
Lab Assistant
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#12 Old 15th Nov 2021 at 11:51 PM
Good, Now Olive, as the Immortal Vampire Witch can go those Tourists...
Field Researcher
THANKS POST
#13 Old 16th Nov 2021 at 7:35 AM
Thank you! This makes controlling the game a great deal less frustrating - an enormous improvement. That broken game function is a freaking mess. I really appreciate this!
Inventor
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#14 Old 16th Nov 2021 at 9:12 AM
Awesome! I'm going to try this in conjunction with some zombie apocalypse mods and custom guns and see what chaos ensues heheh
Test Subject
THANKS POST
#15 Old 1st Dec 2021 at 10:27 AM
Thank you for this! I had no idea that Bon Voyage townies couldn't be killed until I tried to kill a BV townie that my sims had made enemies with and wondered why he wouldn't die. Now with this mod, he'll be Cowplant food...
Lab Assistant
#16 Old 3rd Aug 2022 at 3:44 PM
So, I've had this in my game for a while, and love it! That being said, I have found that in my game, there's one additional step that needs to be done to properly "kill" a sim. It seems the way playable sims are coded that they're not properly "deceased" the way a townie or a sim within the active household would be if they died, because they still show up in the family portrait in neighborhood view and in loading screens. They also show up in the "Playable" category in Sim Browser within SimPE. In addition, if a playable sim dies, there's a glitch within that deceased sims' household of not being able to "Find Own Place" where they'll simply pick up the newspaper, flip through it, and put it back down.

The solution, for anyone experiencing this problem: using Simblender or some other method, teleport the "deceased" sim onto any lot with the active household. The popup of "______ has died on another lot" will appear while the spawned sim fades away, and the process should be complete. It doesn't seem to matter if you do it on the lot the sim died, or a completely unrelated lot. This completes the death and should fix any bugs you've had with the process.

And yes, in my experience, cowplant deaths work exactly the same as they would normally... I've had two playable sims die as a result of being stupid enough to grab the cake while visiting. I've also had death by fright happen on a community lot, and death by disease (intentional poisoning) while playing other families.
Test Subject
THANKS POST
#17 Old 8th Jan 2024 at 7:31 PM
Well my sims graveyard got fuller a bit quickly combined with the more dangerous fire mod. Works wonders for my rotation game play. Lesson learned: If your walk past someones house and their tree catches fire, don't run into their yard.
Test Subject
#18 Old 29th Feb 2024 at 11:03 AM
Thanks!
Quote: Originally posted by MHS0501
So, I've had this in my game for a while, and love it! That being said, I have found that in my game, there's one additional step that needs to be done to properly "kill" a sim. It seems the way playable sims are coded that they're not properly "deceased" the way a townie or a sim within the active household would be if they died, because they still show up in the family portrait in neighborhood view and in loading screens. They also show up in the "Playable" category in Sim Browser within SimPE. In addition, if a playable sim dies, there's a glitch within that deceased sims' household of not being able to "Find Own Place" where they'll simply pick up the newspaper, flip through it, and put it back down.

The solution, for anyone experiencing this problem: using Simblender or some other method, teleport the "deceased" sim onto any lot with the active household. The popup of "______ has died on another lot" will appear while the spawned sim fades away, and the process should be complete. It doesn't seem to matter if you do it on the lot the sim died, or a completely unrelated lot. This completes the death and should fix any bugs you've had with the process.

And yes, in my experience, cowplant deaths work exactly the same as they would normally... I've had two playable sims die as a result of being stupid enough to grab the cake while visiting. I've also had death by fright happen on a community lot, and death by disease (intentional poisoning) while playing other families.

Thanks for sharing this workaround mate