Our Money Troubles are Over! (Simoleons, Not Real Money)

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igazor
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Our Money Troubles are Over! (Simoleons, Not Real Money)

Post by igazor » March 18th, 2019, 9:50 pm

Apparently when playing a kind-hearted, Good, Nurturing, Family Oriented household with very limited funds who are happy in their own small cozy little home after having been homeless themselves not long and, and who take pity on the town's homeless Service Sims and want to set up a second owned property for some of them to convert to resident sims, live in, and have a chance at a proper life for at least a while, there is an interesting way to fund this project.

Just befriend and ask a few of these Service Sims to Move In. I think it's NRaas Mover that is doing this or failing to account for things properly, could be the game itself, but when a friend moves in through social interactions, the household receiving them gets a percentage of the departing households funds. The "Arnett" household, a placeholder name for the homeless Service Sims, has an insane amount of money because the game takes care of these sims and they aren't meant to be worried about funds. So this is what happens, from a very low cash balance.
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And to think I was worried over how to make this project economically sustainable, given that my existing household can make ends meet now but not much better than that. A few more of these kind-hearted gestures and I think we'll be all set for a while. :angel:

Of course I'm going to play this another way, the Service Sims will become residents first probably on a vacant lot with no more than §10,000 in their pockets, but I still thought this was kind of funny. I was picturing a low end boarding house here, not the Taj Mahal or Buckingham Palace. Those might look a bit out of place in the more rundown section of Bridgeport. :)

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Our Money Troubles are Over! (Simoleons, Not Real Money)

Post by Sara_Darkees » March 18th, 2019, 10:56 pm

At first I was surprised at the sight of a post from admin, I thought there would be a horrifying discovery or announcement. But no, it's just homeless sims running a clandestine monopoly :D In the past, a long time ago, I sheltered a firefighter-npc, but he had 0 simoleons. Now he is once again joined the ranks of the npc, but it seemed strange to me is this: when he and my wards went to the store (talking about the shops with shelves), he was able to buy something. In the end, I still got rid of all the extra objects that were in the luggage of all the characters in the town. But maybe igazor's characters are able to sell items with the help of some modifications?

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igazor
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Our Money Troubles are Over! (Simoleons, Not Real Money)

Post by igazor » March 18th, 2019, 11:34 pm

Inactive sims can buy things they do not really have the cash to purchase and they get charged for it when their twice (or however often) weekly bills arrive for them to pay by automatic debit. They will go into and carry a debt to cover those debits if they still lack the cash in the same way as active sims who pro-actively take out a loan. But this is all by way of SP and the SP Money module, these features don't exist unmodded and I don't think the game is set up to care as much about inactive households' finances as some of us do here. Or is this not what was meant?

But anyway, I'm not trying at the moment to set up inactive households of what will be former Service Sims although I've done that too. I'm trying to add them to my active household and control the beginnings of their proper lives myself, of course making them non-service along the way a small number at a time, and without the "help" of fake funds embezzled from the Town's coffers, clandestine monopolies, harvests from invisible money trees, or wherever these balances come from. My currently active household will be acting as "caretakers" if you will and will attempt with I expect some degrees of success and some failures to help these incoming former NPCs adjust to their new lives as progressing residents. Some subsidies from the town government to assist them in such an enterprise would be welcome, but not quite on the scale pictured above.

I've said it before, I've never had to play a game in my life before TS3 where I had to "cheat" so hard to make it challenging to play. Even Candyland and Chutes & Ladders (it's been a while) had some challenge to them. :)

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Our Money Troubles are Over! (Simoleons, Not Real Money)

Post by Tropical Insomniac » March 18th, 2019, 11:39 pm

<insert Simlish version of Pink Floyd's Money here>

So, Igazor, what are you gonna call your football team?

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Our Money Troubles are Over! (Simoleons, Not Real Money)

Post by igazor » March 19th, 2019, 12:06 am

Tropical Insomniac wrote:
March 18th, 2019, 11:39 pm
So, Igazor, what are you gonna call your football team?
Wasn't aware I was forming one. How about the Moronic Klutzes? I mean, I love my sims and these will be no exception, but let's be realistic here. :|

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Our Money Troubles are Over! (Simoleons, Not Real Money)

Post by Sara_Darkees » March 19th, 2019, 12:08 am

igazor wrote:
March 18th, 2019, 11:34 pm
Inactive sims can buy things they do not really have the cash to purchase and they get charged for it when their twice (or however often) weekly bills arrive for them to pay by automatic debit. They will go into and carry a debt to cover those debits if they still lack the cash in the same way as active sims who pro-actively take out a loan. But this is all by way of SP and the SP Money module, these features don't exist unmodded and I don't think the game is set up to care as much about inactive households' finances as some of us do here. Or is this not what was meant?
It was not about inactive sims, it was about npc-service. As I recall, the Arnett family always had 500 simoleons but individually they have 0 simolians. But I haven't checked npc-service and homeless sims funds in a long time. By the way, I have one supposition. Register includes the hourly fee for characters who take any roles. Maybe they make money that way? In addition, the game doesn't prohibit homeless sims to have a real job, but in my case they will not go to work (they are always listed only nominally). Of course, with the presence and active use of SP and all its modules, everything can be different. And your sims prove it. Although I think I'll have to go back and see who's the richest in town. Maybe I have a clandestine monopoly in my town, too. I don't like these dishonest tricks of the game, this should be done only under my control.

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Our Money Troubles are Over! (Simoleons, Not Real Money)

Post by igazor » March 24th, 2019, 7:24 pm

I know you are all dying to learn how this project is turning out. I'm having loads of fun with it and my formerly and soon to be formerly homeless NPCs haven't even moved in yet! It's amazing how challenging it can be to make things look rundown and let's say less than beautiful in this game, of course CASt is essential but so much of the content many of us usually have from EA and elsewhere is intended to help us make things beautiful and in perfect color coordinated symmetry. The real world, of course, is not always like that.

I'm not a master designer, these will look amateurish to some. But am still rather proud of the effects I've been able to create. Started with the Industrial Walkup lot by luvalphvle at MTS, one her very many brilliant creations. It's funny, I had this lot and one other in mind in the first place and spent days looking over alternatives and where to place them in Bridgeport, only to return to and decide on the one I started with. Sorry for all the pics, can't get Spoilers to work for me properly at the moment. Click to enlarge as needed.

The Outside. It's a five story walk-up, a former industrial building converted to living units and by the time I was done with it, one that has clearly seen some better days in the past.

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Our Money Troubles are Over! (Simoleons, Not Real Money)

Post by igazor » March 24th, 2019, 7:30 pm

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The Inside: Common Areas. The common areas on the ground floor include a laundry room and gym, those were already there. I added a Production Room to house inventing stations, a glass blowing artisan station, and an emergency shower; and a Skill Building Room including easels, a sculpting station, a drafting table, and some computers. These four rooms have Public Room Markers. They are my town's contribution to the project, not the §2.7 million as that was deemed to be an administrative error and returned except for the §10,000 per sim moving in that I expected, and are not subject to property taxes going forward as they are not part of the livable unit but are there for all residents to use as they wish.

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The Inside: The Rest of It
The second and third floors contain blacked out NPC units for other sims who will be "neighbors" and are not part of this project, and vending/ice machines in the hallways. Not much to see there. The fourth floor houses the kitchen/group dining area, the common living area, and a library.

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Our Money Troubles are Over! (Simoleons, Not Real Money)

Post by igazor » March 24th, 2019, 7:41 pm

The furnishings are very Dumpster Diving inspired.
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The fifth floor houses the sleeping quarters and bathroom facilities. There is also a "master bedroom" for the caretakers, but it's not furnished currently as they have their own house to live in. Look, it's not The Ritz but it's warm, safe, cozy (if you can manage to get along with everyone), it has to be better than what you had when you were homeless with no opportunities to progress yourselves, and I doubt you had exceptionally luxurious en suite bathroom accommodations all to yourselves wherever you were back then. If you don't like it here, you may work hard in the Production Room or at your other marketable skills to add to the household's income so we can afford to upgrade things and make it all nicer for you and your successors who will stay here later. Or of course you may choose to leave at any time with no worries.

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Total price tag for purchase, after having downgraded the heck out of the included furnishings and appliances: §34,245. Quite a bargain for all that space, really.

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