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#sims 2 nightlife
andrevasims · 2 months
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It's been a long time since I've played without the music muted, and even longer since I've played with Nightlife as the most recently installed EP.
I forgot that the main menu splash music for NL was the Lemon Jelly remix of Sim Time Sim Place, but edited to be a bit more low-key (although the guy going BABABABA is still there a little bit) and also it loops perfectly of course.
It's actually only ~2 minutes long, but I liked how nicely it looped lol so I put it twice.
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Me: Adding Downtown to my Sims 2 Uberhood The calls I receive since then: Hey wanna go to ..
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smh ♫ (4:33)
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tainoodles · 10 days
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Past Sims “Romance” Expansions
Sims 1 - Hot Date
The 3rd expansion pack released for the Sims 1. Featured the first outside neighborhood to the game that sims could visit (they couldn’t leave their home lots prior). Introduced dates and restaurants, gave us the iconic Miss Crumplebottom. While it doesn’t sound like much, this was HUGE when it first released.
Sims 2 - Nightlife
The 2nd expansions pack released for the Sims 2. Featured the first sub-neighborhood type, downtown, that you could have your sims visit and live in. Introduced dating, restaurants, bowling, dancing, DJs, and drivable cars. This pack also added turn ons and turn offs, blind dates, and added in vampires. Also the ability to cuddle in bed was introduced in the Sims 2 base game.
Sims 4 Equivalent Packs: Vampires, Dine Out, City Living, Bowling Night Stuff, Get Together
Sims 3 - Late Night
The 3rd expansion pack released for the Sims 3. Featured a new city neighborhood, butlers, the ability to form bands, become a celebrity, the ability to live and build penthouse lofts, and vampires. Not necessarily a romance pack, but I have seen it be compared to this new TS4 EP coming out. Sims 3 also added online dating in a free update alongside the release of the Sims 3 Seasons, the 8th expansion pack released 3 years after the base game.
Sims 4 Equivalent Packs: Vampires, City Living, Get Famous, Vintage Glamour
All this to say that this is the Sims 4s 15th expansion pack, coming out almost a decade into this game’s lifespan giving us content that we received in prior iterations so early on in their lifespan, and those packs also gave us other stuff. This context is so important, and is easily missed since for so many TS4 is their first sims game. I just hate seeing players get taken advantage of simply because they are new to the series, play on console, or because the older games can be hard to access now for those who don’t already own them. The Sims 4 should be better than the older versions of the game, and we should all agree that it’s completely unacceptable that it’s not.
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neosimi · 1 year
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Crypt O' Night Club.
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justsimscooking · 1 year
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Red’s Famous 50′s Diner
New Black Fetching Leather Jacket by fanseelamb
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beecampbell · 1 year
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youtube
New video today, wilding out with my fangs out, trying to become a vampire and live as one for the first time since, like, 2006.
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apeescapefan · 2 years
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sims2junkie · 2 months
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set up a party house downtown, full of pleasure popularity sims etc. just
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simnopke · 1 year
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No/Revised Date/Outing Motive Changes
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Every time a date or an outing (introduced in Nightlife) ends, or its scoring level changes, needs of its participants are affected. Originally, almost all human needs: hunger, comfort, bladder, energy, fun, social, and hygiene. That means, for example, that a date ending itself can fill a Sim's stomach or at worst starve them to death.
This is a pack of two mods: one for dates and one for outings. They modify how date/outing endings and scoring level changes affect needs. Each of them comes in two versions:
no: needs are no longer affected,
revised: only energy, fun, and social needs are affected – they're also adjusted.
Use only one version of the outing mod and only one version of the date mod at a time.
Details of revised versions
When a scoring level changes:
Horrible/Disaster: -8 fun, social
originally: -4 almost all
Bad/A Real Drag: -5 fun, social
originally: -2 almost all
Lame/Boring: -3 fun, social
originally: -1 almost all
OK/So-So: no change
originally: +2 almost all
Good/Fun: +3 energy, fun
originally: +4 almost all
Great/Super: +5 energy, fun
originally: +6 almost all
Dream Date/Rockin': +8 energy, fun
originally: +8 almost all
When a date/outing ends:
Horrible/Disaster: -60 fun; -30 social
originally: -20 almost all
Bad/A Real Drag: -40 fun; -20 social
originally: -10 almost all
Lame/Boring: -20 fun; -10 social
originally: -5 almost all
OK/So-So: no change
originally: +10 almost all
Good/Fun: +10 energy, fun
originally: +20 almost all
Great/Super: +20 energy, fun
originally: +30 almost all
Dream Date/Rockin': +30 energy, fun
originally: +40 almost all
Note that motive bars range from -100 (empty red bar) to 100 (full green bar).
Tuning
You can change settings of all these mods by editing their behaviour constants in SimPe.
Conflicts
The date motive changes mod must load after Increased Challenge Mods 2: Dating by simmodder.
Credits
Ciastko Creators of SimPe
Download
simNopke-dateMotiveChanges-no simNopke-dateMotiveChanges-revised simNopke-outingMotiveChanges-no simNopke-outingMotiveChanges-revised
On MTS
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bruised-pixels · 2 years
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Hey I have a question for the community
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Who is nightlife render dj man and why is literally nothing he wearing in the actual game?
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simnostalgia · 9 months
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andrevasims · 9 months
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(This is NOT the full DJ booth mix. You can hear that here.)
I just liked how these 3 specific music loops from the "Fast" DJ booth music sounded like 2000s techno remixes of existing Sims 2 songs, so I put them together. I looped each one twice, but they aren't very long segments.
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dystopianam · 3 months
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Yesterday I didn't have internet so I tried to solve a problem that I and a lot of player have. I found a half way to fix the problem of buildings not turning on with Better Nightlife!
Unfortunately it's not a quick fix and it doesn't solve everything 100% and I'll explain why, but at least it works! (P.S: isn't the usual "put a single outdoor light in a corner of the street" solution)
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1. To make the street lights work, you have to open every single lot, toggle the night mode and put in every corner of the lot (even across the street) a outdoor directional light. Normally some people only need a single light in a random corner, but if like me it doesn't work for you, you have to put a light in every corner (it also works with a non-directional light but with directional ones it is better because you can choose where to point the light). You expecially need to point them towards the light poles.
2. If you see the neighborhood light poles starting to light up, it's working. At this point you have to toggle the day mode again, open the cheats console and write "sethour 19" to force the game to set the lot time to 7pm (or whatever time it is in the evening/night). Apart from becoming night, you won't see anything change. Save, exit and reload the lot. When you return you will see the magic... now all the buildings and light poles you placed in your neighborhood are lit!
Pro: Just "unlock" this thing with all your families and any community lot you visit will fix itself and the decorations will light up. BUT you have to put directional outdoor lights in every lot, community lots too.
Cons: Doesn't work with families with whom you have not done these steps. For example, if I did these steps with the Caliente, visiting a community lot at night I will see everything turned on. If I do this with the Burbs and I haven't done the steps, when I visit the same community lot I will see everything turned off. You have to do these steps with every family.
Cons: If when you enter your family lot or a community lot it is night and everything is turned on, unfortunately the game cannot read the transition from night to day and vice versa for a bug. If it is night the lights will remain on even during the day and if it is day the lights will remain off even at night. To turn them on or off you have to save and reload the lot (and if it's a community lot you have to change the lot and return to it) basically you have to reload the lot to "reset" the lights and turn on or turn off them.
Pro: Luckily the light poles seem to take more command from the lights you put in the corners of the lot than from the "reset" of the lot. Up to now I have seen that by turning on the outdoor lights you can turn on the light poles of the neighborhood, BUT I haven't played yet to confirm that this is enough and if you can turn off them in the same way. I'll let you know when I test this thing.
The biggest problem is that this bug appears to be caused by the fact that lighting mods that use parts of the Radiance Lighting mod (like Dreadpirate's Maxis Match and Cinema Secret) have something that changes the way the game calculates day and night time (I think something happened due to the addition of sunrise and sunset, perhaps?)
NOW, I don't remember if it's always been like this and if it's actually a bug in the game (I've been using lighting mods from a lifetime, I don't even remember what the vanilla lighting is like anymore) BUT, I've noticed that the biggest problem occurs in the fact that the game DOES NOT automatically turn outdoor lot lights on and off. The outdoor lights of my sims' houses are ALWAYS off unless I turn them on manually.
I'm not sure if it's the same for community lots, I would have to spend a whole day in a community lot and see if the outdoor lights turn on automatically.
Someone advised me to download a mod fix for auto-lights. I checked and I already had it...so I will have to check if maybe this mod has something to do with the problem of the lights not turning on (I also doubt it because theoretically it FIXS this problem) I admit that I have already tried to remove it and nothing seems to have changed, but I have to try again x^x I have to try to remove it, launch the game, save and reload it without the mod
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l-1-z-a · 1 year
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The Sims 2 Nightlife Q&A - Exploring and Living Downtown
Senior producer Tim LeTourneau is back once again to fill us in on the latest details of the expansion pack.
By Gamespot Staff on September 1, 2005 at 5:43PM PDT
EA announced earlier this week that The Sims 2 Nightlife, the second expansion pack for last year's hit game, has gone gold. This means that development on Nightlife has finished, and it's now on its way through manufacturing before arriving at a store near you later this month. Nightlife promises to be a huge expansion for The Sims 2, because it adds a gigantic new downtown area to explore, not to mention lots of new content, ranging from objects, fashions, character interactions, and more. There are even cars and vampires added to the core game. So in our final Nightlife Q&A, we once again turned to Tim LeTourneau, the longtime producer of The Sims and The Sims 2.
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It's not really a party unless it's a karaoke party.
GameSpot: How are the downtown areas delineated in Nightlife? Are they integrated into the existing neighborhoods, or are they all set on a separate screen, much like the college campuses in The Sims 2 University?
Tim LeTourneau: Downtown is a whole new neighborhood (just like the campuses in The Sims 2 University). What's really cool is we have added the ability to set neighborhoods to nighttime, which kind of goes with the whole theme of the pack. So when you see our downtown you see searchlights combing the sky in a dramatic cityscape. I think players are really going to be surprised when they see it.
GS: Will the current neighborhoods in The Sims 2 (Strangetown, Veronaville, and so on) have their own custom downtown areas? Will you be able to "share" a downtown area with different cities?
TL: Each neighborhood has its own downtown. Now the players can either create a downtown using the template we provide, or if they prefer, they can build one from scratch. Sims can also move to the downtown as well, so if you prefer to tell the story of your sims living a more metropolitan life, you can.
GS: How many different "plots" are there in a typical downtown that you can develop? Is there enough room to create a diverse downtown, with clubs, bars, restaurants, bowling alleys, and more?
TL: Well the downtown that we provide has over 20 different lots that sims can visit, with all the variety you can think of--restaurants, bars, bowling alleys, diners, poker clubs, etc. Players will definitely find their favorite hangouts, or make their own and add them to the list.
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Deep down, every sim is a party animal.
GS: Speaking of bars, restaurants, and bowling alleys, what other sorts of downtown locales are possible?
TL: There are karaoke lounges, nightclubs, card rooms, and, my personal favorite, there is even a cemetery--a great place for dates with vampires. And as I said, you can combine any of the different locales, so the possibilities are only limited by the player's imagination.
Dating Dracula
GS: How much will a car cost? Does owning a car actually save a lot of time, or is it more a prestige thing for your sim?
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You must be one with the bowling ball.
TL: They range in price from the introductory hatchback all the way to the sports car. Having played a lot now, I can honestly say that a car has become an essential purchase with my starting funds. They save so much time in a career, because they give you an extra hour to get to work. But they are also so convenient for going out, as there's no need to waste time waiting for the cab. The prestige part is just a bonus.
GS: How many different car models do you expect in Nightlife? And will mod makers be able to create custom car designs, like they create custom objects?
TL: There are five cars that are shipping with the pack (with a great variety of design modes). We also have another one available for download if you preorder. I'm sure the modders will figure out how to expand that number greatly.
GS: Let's go back in time a bit. When did the development of Nightlife begin? Were the first initial expansion packs plotted out before The Sims 2 shipped?
TL: We have talked about a lot of different expansion pack ideas. Probably any pack we would ever do has crossed our mind at some point by now. About halfway through The Sims 2 University, we thought about what we'd like to see The Sims do next. The community experience wasn't everything we thought it should be in the base game and we wanted to add more of a reason for sims to get out of the house. That's really how The Sims 2 Nightlife took shape. Of course, our memories of The Sims Hot Date also had some influence on this decision, too.
GS: Is there a list of potential expansion ideas floating around somewhere at Maxis, and how does an idea move to the top of the list?
TL: There's definitely a list, but that doesn't mean that any of the things on there will gel into an actual pack. As I said, a lot of ideas are floating around in our heads. We really rely on what the community of players is asking to be able to do as well--they are our greatest influence. We couple their requests with our own creative juices and ultimately settle on a pack concept that we think will be the right thing to do next. You'd think after all these years it would be more scientific, but the reality is that The Sims is a game that is made from the heart. We can feel it when we've made the right choice when the whole team embraces the concept and makes it their own.
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They aren't kidding when they say poker is everywhere nowadays.
GS: And finally, any hints as to what's next for The Sims 2? There are the console and handheld versions coming out, but what about future expansions for the PC version?
TL: Players will know what the next expansion pack is soon enough. For now, you'll just have to wait!
GS: Thanks, Tim.
TL: You're welcome. I'm always happy to tell people what's up with The Sims.
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neosimi · 1 year
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nightlife.
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cidnangarlond · 9 months
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AND THEY'RE RIGHT
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