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Inspired by a moment AnotherPlumbob's storytelling. I want to make jewelry specific to each occult that they could wear and or pass down. Plantsims are also inlcuded.

Other Inquires

Each piece of jewelry will have both a build/buy version and CAS version. For storytelling purposes.

In the toggles below.

Positive buffs are bold Negative are underlined.

A bullet point is what happens to humans who wear occult jewelry

Hydration

Smells like fish

  • Humans are afraid of water.

Fury reduction

Angry buff

  • Needs something (originally body hair growth, but that’s locked to HSY)

Overload protection

tense  buff (slight overload)

  • Dizzy buff (hallucinations)

Thirst reduction and or energy boost (if both I’d want other occults to have a second boost)

Higher sun exposure

  • Any thoughts on humans? Maybe negative reaction to garlic. But I also hardly use it in my game.

Energy boost, if not possible any thoughts?

Half aliens can access alien powers, but will reduce their energy greatly depending on the power

Tense buff from too much knowledge

  • Humans can get abducted more often.

Water and hunger needs slowed

For a single negative buff I’m unsure

LoryNa did suggest, (if there are different negative buffs) vampires having a higher risk of sun exposure. Mermaids and Spellcasters have a higher overcharge chance, For mermaids I was thinking hydration drains faster. Werewolves get angry. Aliens can get dizzy.

  • Humans become hungry faster

Each occult will have their own necklace, bracelet and ring. The design will be based on in-game (from all games) and out of game lore. Plantsims will be based on druids outside of game. Unless you have another outside of game lore source, idea.

As well as the materials found in the occult’s world. Ie mermaid jewelry will incorporate cooled lava.

Please share any and all head cannons and lore you have with any of the occults

Sims will also have to search worlds for the jewelry. Which can only be found in the neighborhood the occult is from. (Not sure about Alien jewelry given the difficulty in getting to Sixam) Plantsim jewlery can only be found in Willow Creek, Oasis Springs and Newcrest

Mermaids

  • Diving/ digging in the sand

Werewolves

  • Searching the tunnels and learning lore

Spellcasters

  • Duels and searching for tomes

Vampires

  • Learning lore (I do want to avoid the computer, so open to ideas)

Aliens

  • Finding space rocks and transmuting elements, metals or crystals

Plantsims

  • Digging in dirt / growing rare plants

Questions I have

I need a better name for this set, than Occult Accessories. Help!

Should earrings be added?

How should vampires, plantsims and aliens have to find their jewelry?

Should plantsim in-game insperation come from base game only, gems/metals/plants/materials. Or only magic beans?

Questions based on comments below

Based on Marci’s comment. When aliens find space rocks, should it be an “oh hey while when picking up a space rock Yoda found a ring under it”?

Based on LoryNa’s comments. Should I have a single same buff for occults wearing different occults jewelry, or a different buff for each occult? Will need a negative buff for humans wearing werewolves jewelry, since body hair growth is locked to high school years. Buffs I thought of are above. As well as vampires, since other occults become sensitive to the sun

Any negative or postive buffs are above.

Should buffs stack?

8 Responses

  1. What do you think about “Mystical Jewelry Collection” ?

    And.. Does this CC going to give buffs on who is wearing them? Like if the mermaid is wearing her jewelry, is her hydratation needing will decrease more slowly? Would be also nice, for example, if a vampire wear a mermaid jewelry a negative buff will pop up.
    I know you are probably not at this point of your cc, but those are tiny details I would personally really like! 🙂

    1. Yasss!!! I love that name!!!

      They’ll give them buffs now! With the negative buffs that means anyone can find any of the jewelry.
      So, thoughts on this?
      Mermaids will have hydration slowed. If another occult wears their jewelry. They’ll smell like fish.
      Werewolves will have rage slowed. If another occult wears their jewelry. They’ll get angry.
      Spellcasters will have overload reduction. If another occult wears their jewelry. They’ll have a tense buff with overload affects.
      Vampires will have a reduction in thirst. If another occult wears their jewelry. They’ll have a higher sun exposure rating.
      Not sure the positive buff for aliens. Leaning towards able to use powers for longer. If possible half aliens can have access to the powers, in a weakened state. If another occult wears their jewelry. They’ll get a tense moodlet from too much knowledge. (Feels like a weak negative)
      For plant sims, I have absolutely no idea negative or positive buff wise.

      1. Oh!! I really like everything!!
        Plant sims have 2 needs: water and hunger (that can be filled via sun exposure), the positive buff can be that this 2 needs slowed. Depends on wich occult wear the plant sims jewelry, you can have: vampire can risk to die due to the sun, mermaids and spellcaster overload affects, werewolves get angry due to the sun as they love the moon, alien can get dizy due to the water element (as they are technological).

        Should also very nice if a Human wear one of those jewelry, they have “negative” buffs, so they are different from the negative one for the occults… i mean, more humanish…. maybe like this?
        mermaids jewelry: human is afraid by water
        werewolves jewelry: human has his hair grows
        spellcasters jewelry: human has hallucinations
        vampires jewelry: human becomes sensitive to sunlight
        aliens jewelry: if a human wore one, they get more chances to be abducted lol
        plant sims jewelry: human has hungry need decreases more quickly

        1. Yasss!!! Wrote it all down. Love the negative effects on humans. Though werewolf jewelry will have to have a different effect. Since body hair growth is locked to high school years.

  2. I can’t think of a better name at the moment, but maybe something having to do with protection? Eye of Protection. Occult Amulets. Talisman of ____?

    Earrings are the accessory I use the most, so I think they should be added. Plantsims can find their jewelry buried in the dirt or inside blossoming flowers, aliens find theirs in space rock, and vampires through finding & researching vampire lore.

    I don’t have any experience with plant sims outside of The Sims 2.

    1. Ooo, something having to do with protection makes them sound mysterious!
      I meant more the overall cc set name. But for the individual items. I’m going to most likely use all of those

      Okay, good to know when I first had this idea. I was working on cochlear implants for AdeepIndigo, and I think my brain just forgot earrings existed.

      Ooo, love that for each of the occults you mentioned.
      So with aliens, they find a space rock, and “oh hey, under it was a bracelet”?
      Completely forgot vampires have their own lore!
      I think I’ll also make werewolves able to find their jewelry while exploring lore.

      You and me both! I only interacted with sims 3 plantsims to complete a checkbox.

      1. With aliens, I was more thinking that they find a space rock, and maybe encased inside of it is a gem that is later made into jewelry.

        1. Ooo that’s a good idea! Are you thinking random space rocks, not sure if they can find random rocks, or the collectable space rocks? Though it would be a great excuse to do something with the ginormous space rock. I never know what to do with that.

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