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- Ye Olde - Prehistoric Werewolves
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#1
27th Dec 2023 at 2:21 AM
Last edited by charitycodes : 5th Jul 2024 at 10:44 PM.
Reason: Slight rule adjustment
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Trigger Warning: This challenge has death rolls for all ages of sims and pregnancy loss.
Playlist: https://www.youtube.com/playlist?li...HRDxcC3s3Z5_r2o
Credits
I really enjoyed the write ups on these challenges, but I didn’t think they were for me because they were too focused on history. I like to rewrite history, so I decided to also rewrite the challenges. This will eventually be a progress through the time periods similar to the history challenge, but I am only writing one era at a time and will add other eras as I get to them.
MORBID'S ULTIMATE DECADES CHALLENGE: https://docs.google.com/document/d/...KXyqrYYaSun1pl4
The Sims 4 History Challenge: https://docs.google.com/document/d/...qgITfVg3xK5xq_w
Backstory
An extremist sorcerer became disenchanted with the world as it was and cast a terrible curse that erased all knowledge from everyone’s minds. The world reverted to prehistoric times, but some traces of the original world remained. Artifacts and books were hidden, but still existed. Ruins of the logging town and buildings were abandoned, but still stood. The sims who remained were mostly werewolves trying to relearn skills lost. They could remember how to read skill books if they gained Lunar Empathy.
Base Game Modifications
This challenge uses the Werewolf pack. All other packs are optional. It would be hard to make this one base game compatible unless you want to do a lot of random rolls to simulate the mechanics. You could do rolls to see if a couple becomes a fated mate pair. Roll for werewolf baby traits. Roll for success/failure to reach the hidden basement and teleport successful sims there. It would be a lot of manual tracking and I don’t know the appropriate odds to use. For Greg and the werewolf pack leaders, you could create sims that have level 10 fitness and max muscle and just do normal fights in order to take over a pack.
Setup
Buildoze all of the lots in Moonwood Mill and build an appropriate home for prehistoric werewolves on each one. There is no money limit, but you cannot add anything from build buy after this initial setup, so choose wisely. CC is almost required for this, but you can use the explanation that some items remained usable from the curse if you don’t want to use CC. You cannot build roofs except for in the basement with no access. You may use bassinets, tents, benches, tables, chairs, pee bushes, punching bags, kids toys, cribs, storage chests, bathtubs and showers. If you don’t have any pee bushes, you may use a toilet. Try to use stone walls and/or stone fences to create private areas and restrict access to areas. If you do not have tents, you may use beds that have energy 4 or less. Try to use only wood and stone for building materials.
The basement cannot have stairs or a ladder to access it. You will use the moonwood mill tunnel system. Make sure you place the tunnel entrance in the basement with the default swatch. The other swatches won’t work unfortunately. You need a way to cook food. Use any form of grill, refrigerator, counter or baker’s rack in the basement. There also needs to be a bookshelf with skill books on any of the skills you need to max for this era. Place a dance floor, but no radio. You can do a cowpoke dance or do tricks in order to level the skill.
Create 4 male and 4 female werewolves in CAS all with the werewolf aspiration. Move them into one of the lots with freerealestate on if necessary. Flirt with each other until you find a fated mate pair. You might have to switch out sims if you don’t find one right away. Once you find a pair, marry them and split them out into their own household. Move them onto their own lot and get them pregnant. You may use the on-ley line lot trait, or if you don’t have it, make everyone fertile with reward points. You can cheat for this. Repeat this process until you have 5 families, each on their own lot. Make sure you disable neighborhood stories except for having a baby and dying in accidents.
Use a normal lifespan. Set aging to only the active household for played households. Turn aging on for unplayed sims. Set the lunar cycle to 4 days or 2 days. This ensures there are enough full moons so you can progress the aspirations. If you have seasons, keep the length to 7 days. Play each household for 7 days or 1 week in turn. This ensures that each family lot has each season in order.
Rules
- There is no money system. Sell items to get rid of them and buy what you need at the start. Cheat money if necessary to pay bills.
- Do not use the off-the-grid lot trait. It prevents you from filling your hunger need with raw plants. You cannot use electronics anyway except for a refrigerator which we’ll pretend is a bunch of ice in a cold underground cave.
- Simple living must be on if you have it. If not, try to make up recipes like only making a garden salad if you have any vegetables and sell the vegetables from your inventory when you make it. You may make any fish dish if you have fish.
- You may only cook if you have found the underground cave with the cooking items. Each sim has to find this separately in order to use the items in the underground. Parents may bring their children to the cave once they learn how to get there.
- You can only read werewolf books at first until you gain Lunar Empathy.
- You may only associate with your werewolf pack unless you’re part of the collective and need to get werewolf sympathy from non-werewolves.
- No planting on your home lot. You may only gather plants in the world, but you can tend them to keep them from dying.
- Stay in the world you start in.
- No careers of any kind or school. Use the calendar to create holidays with days off work/school or mods to allow kids to quit school. If you don’t have seasons, you can use vacation days until used up and then just stay home. The kids shouldn’t be taken away for bad grades before aging up.
- The Moonwood Collective pack may not get the werewolf menace dormant ability, ferocious intimidation or viscous howl. If they do, they have to leave the family.
- The Wildfang pack may not get the werewolf diplomacy dormant ability. If they do, they have to leave the family.
- Any werewolf that violates the rules of their pack enough to be completely kicked out of the pack may not rejoin. Demotion is fine, but if they get kicked out once, they have to leave the family.
- Any werewolves that leave the families may not be used as mates or rejoin any household unless it’s the loner's pack. Any werewolf that leaves their pack may join the loner’s household at any time because there is only one of these households and they need to survive.
- Each family is assigned to 1 werewolf pack. They may only complete the werewolf aspiration for their pack, Collective, Wildfangs or Loners.
- Only mated pairs may have children. You may choose to move unmated sims off the lot to make room for more children or increase the household size with mods.
- Werewolves mate for life only with a fated mate. If one dies, then the remaining one cannot remarry. Choose a new pair from spares or CAS to find a mate and have children.
- If a family dies out, then others from the same pack may replace them or any may replace the loner’s pack. If all of a pack die out, then make a new werewolf in CAS for a new bloodline, but any goals completed by the previous bloodline are lost.
- For babies and infants, no bottle feeding. If a mother dies, you may age up newborns and assign a new mother to infants using mods or cheats. If you can’t get that to work, then bottle feeding from the new mother only can simulate breast feeding. If there is no mother, infants must be able to eat from the highchair only to survive.
Death Rolls
You can make a copy of this spreadsheet and use it to calculate death rolls and keep track of goals: https://docs.google.com/spreadsheet...dit?usp=sharing
If the death rolls seem too strict, you can modify the mortality rate column to adjust to your liking. If possible, place the quake zone and volcanic lot traits on all of the family lots. If you don’t have either of those, then you’ll have to decide when to do death rolls. Suggestions are:
Whenever there is an earthquake or volcanic eruption.
At age up for each sim, but this is hard if you’re rotating households.
At the end of each season.
Whenever you see Greg, you have to fight him. Losing is a death roll. If you cannot fight him, you automatically lose. Once you beat Greg, you never have to fight him again.
One random sim is forced to fight Greg after winter for an extra death roll.
Goals
A sim must complete their werewolf aspiration before they can accomplish any of the other goals. Which branch of the werewolf aspiration is determined by the lot they are on. The 2 lots closest to the Collective hangout should complete the Emissary of the Collective branch. The 2 lots closest to the Wild Fang hangout should complete the Wildfang Renegade branch. The lot at the bottom of the map will complete the Lone Wolf branch. Only 1 sim needs to complete each goal and you can use many sims to get them all as long as that sim has their werewolf aspiration complete. You cannot switch between aspirations until the current one is complete.
Max the following skills if you have them
- Charisma
- Comedy
- Cooking
- Dancing (can only use a dance floor)
- Fishing
- Fitness
- Mischief
- Mixology
- Parenting
- Singing
- Gardening (Cannot plant on home lot, care for plants in the world or read books)
- Handiness (Only by reading)
Complete the following aspirations if you have them
- Emissary of the Collective
- Wildfang Renegade
- Lone Wolf
- Bodybuilder (for the workout at a gym, you may go to another world briefly or just cheat complete that part)
- Big Happy Family
- Soulmate
- Angling Ace
- The Curator (collection must be the werewolf artifacts if you have that pack)
- Neighborly Advisor
- Leader of the Pack
- Friend of the World
- Party Animal (Just have house parties or dinner parties and you can only complete tasks that you have the items for)
End Goal
Complete the Cure Seeker aspiration. The sim must be level 10 Mixology to make the cure and cannot do this until all other goals are met. Cure all of the werewolves in all 5 of the played families with the cure. Only 1 sim needs to be able to make the cure.
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