View Full Version : A Community lot as a cemetary.
Briana2425
11th Apr 2012, 03:12 AM
If there's any other thread like this one feel free to delete mine I apologize if it is brought up twenty or more times. I was driving home when I looked at this cemetery and a random thought came to mind what if my Sims neighborhood community lot has a cemetery I mean most neighborhood in real life has a cemetery in them. I know it can be done because if you click on the tombstone it will say move to a community lot and I don't want to delete the tombstone because their still apart of my sims family. I also can have all the sims loved ones and friends that died the sims living can go and pay their respect from time to time.
Anonymous101
11th Apr 2012, 03:55 AM
Is this a question?
rainbowtwilight
11th Apr 2012, 04:33 AM
Many people create cemeteries, also it is a great idea to NOT delete ANY tombstones because it causes hood corruption (I think MATY has a mod that fixes this, but I'm not sure).
Briana2425
11th Apr 2012, 07:08 AM
Is this a question?
NO I was driving like I said before its just a thought that came to mind.
sushigal007
11th Apr 2012, 09:45 AM
There's already a cemetery in the game. I forget which expansion it came with, but it's Gothier Green Lawns. ^^
_sheldor
11th Apr 2012, 10:03 AM
I've made cemeteries for every custom neighbourhood I've had. I find it fun to have sims visit to mourn, or those few curious sims who crave the supernatural. :p
Dagi_is_a_punk
11th Apr 2012, 10:31 AM
Gothier Green Lawns is located in Downtown, so you could probably load the lot and look a bit around for inspiration. Many simmers create custom community cemeteries because they're very useful for storing all those tombstones that clutter up at some point during gameplay (all sims have to die sooner or later,right?), plus they add some additional realism to your hood - as you've said yourself, many towns in real life have local cemetery grounds. Building a cemetery isn't too difficult and it lets you get very creative, since it permits using a lot of good CC like plants, sculptures, stone walls, gates and such. The cemetery I've built in my custom hood features a wide green lawn with two small old churches covered in climbing ivy, a round stone pathway with neat shrubbery in the middle, and rows of decorative tombstones that serve as placeholders for the real tombstones that are to come.
Mortimer 2
11th Apr 2012, 10:56 AM
I also can have all the sims loved ones and friends that died the sims living can go and pay their respect from time to time.
Wouldn't it be ironic if the only thing they do there is to play water balloon....
M.M.A.A.
11th Apr 2012, 12:35 PM
It IS safe to delete tombstones and urns if you have these two fixes:
http://www.moreawesomethanyou.com/smf/index.php?topic=2083.0
http://www.moreawesomethanyou.com/smf/index.php?topic=2368.0
crocobaura
11th Apr 2012, 12:39 PM
I've made cemeteries for every custom neighbourhood I've had. I find it fun to have sims visit to mourn, or those few curious sims who crave the supernatural. :p
It also keeps the ghosts out of your property.
music2ologist
11th Apr 2012, 12:41 PM
The tombstones must be matured on residential sites until the ghosts are ready to walk; otherwise they will never come out of their graves in the community cemetery. Knowledge sims who go there hoping to see ghosts will be disappointed.
M.M.A.A.
11th Apr 2012, 12:45 PM
The tombstones must be matured on residential sites until the ghosts are ready to walk; otherwise they will never come out of their graves in the community cemetery. Knowledge sims who go there hoping to see ghosts will be disappointed.
Nah! I dont wait for the ghosts to spawn, i dont like seeing ghosts in the background of my pictures.
However, a Hannah Love (its obvious who her mother is), a child, whose father was an elder, saw his ghost just after dying, which is weird considering that ghosts need some time to appear.
StrangeTownChick
11th Apr 2012, 01:16 PM
I've added a cemetary to my empire city as well. It's the biggest lot available, and is currently empty except for the fence going around it with a gate at the entryway. And it's all the way down at that little bit of downtown by the ocean, connected to the rest by that long sloped road. You know the place. Anyway, that's where I plan to move all graves (except pet graves if I decide to reinstall Pets). I already have a system worked out too. Anyone who dies teen-elder gets a flower thing on their grave. Anyone who dies younger than teen gets a small statue by the grave. Anyone who dies in the Military career track (so basically war vet) gets placed by a fancy war memorial that I'm yet to build because there's only one of these sims in the neighborhood yet.
maxon
11th Apr 2012, 02:36 PM
Nah! I dont wait for the ghosts to spawn, i dont like seeing ghosts in the background of my pictures.
My sims go to the cemetery to woohoo - nothing like a ghost jumping out at you to put you off your stride.
What?
lorinsv60
11th Apr 2012, 02:46 PM
There are some really nice cemeteries to download on MTS. I'm going to place a small one for one of my earned community lots in my BaCC.
Dagi_is_a_punk
11th Apr 2012, 02:51 PM
The tombstones must be matured on residential sites until the ghosts are ready to walk; otherwise they will never come out of their graves in the community cemetery. Knowledge sims who go there hoping to see ghosts will be disappointed.
That's quite a useful aspect if you, for example, want to build both a haunted cemetery and an ordinary one. You supply the haunted cemetery with matured tombstones and the regular cemetery with ones that didn't spawn any ghosts yet. I sort of think that it would be a fun thing to have both types of cemeteries in the same hood, placed one next to the other to make them complementary, like so many other Maxis community lots are (Sim Center South and North, Sim State Uni Old and New tower etc.)
Peni Griffin
11th Apr 2012, 02:54 PM
I have two cemeteries - Gothier Green Lawns for folks who live downtown, and Drama Acres Memorial Park for those in the suburb. Gothier Green Lawns is already well-stocked with ghosts, but Drama Acres only has two old lady ghosts in it. Dora Ottomas wasn't letting her family get any sleep, so I had to build her a cemetery. Gothier Green Lawns is almost full, but I reckon I'll kick out some of the less tasteful things the original builders put there and open up mausoleum space.
TychoH
11th Apr 2012, 03:35 PM
The tombstones must be matured on residential sites until the ghosts are ready to walk; otherwise they will never come out of their graves in the community cemetery. Knowledge sims who go there hoping to see ghosts will be disappointed.
Ah! That's why my Sim didn't see ghosts... thank you.
I have two cemeteries, one for my own Sims and one for the pre-made families and NPCs that I killed, since I don't want to have them on the same cemetery.
lipe2k
11th Apr 2012, 03:45 PM
I always build a cemetary in my neighborhoods. I also place some tents there and sometimes send my teenagers to have a creepy sleepover with the dead :D
Orilon
11th Apr 2012, 04:06 PM
Since I learned the hard way not to delete tombstones (Cordelia Capp disappeared from the Capp family tree and her children's memories and other glitches started on the Capp Manor lot), I always make a public cemetery and move all the tombstones there. That way the ghosts don't make a nuisance of themselves or endanger the living.
mangaroo
11th Apr 2012, 06:26 PM
Each of my subhoods has its own cemetery. I run them as owned community lots because you can't get a service in my neighborhood if someone isn't operating it. Before a family can transfer a tombstone to an owned cemetery, they have to pay a burial fee to the family that owns the cemetery. If they can't afford the burial fee, the tombstone has to stay on the home lot. (I'm not a fan of dead loved ones scaring their family members, so scraping together a burial fee becomes a high priority for poor families.)
Clashfan
11th Apr 2012, 07:24 PM
I also run my cemetery as an owned community lot although I don't transfer tombstones. At some point in the past I remember reading a thread at MATY that the best way to move tombstones was to have the lot owner over, either by invitation or teleporting them in, making them selectable and then placing the tombstone in their inventory. Like most things I don't remember the technical reasons for this as my brain just doesn't want to hold on to that info but I do remember it being the best way to do it.
The owner or undertaker as they are in my hood then goes to the cemetery and places the tombstones out of their inventory. Now I've done this both after waiting for the tombstone to mature on the lot a few nights and right after death and I get ghosts from all of my tombstones. So perhaps one of the things that moving tombstones this way takes care of is the need to first leave them on the lot for a few nights.
I also charge burial fees and in addition my undertaker is paid an annual salary from the "taxes" I deduct annually from my Sims. The burial fees are used for lot improvements and maintenance at the cemetery and also held for future expansion needs. I use Monique's computer to sort all this out and the fees go into a bank account and the salary is transfered to the household account, that's how I keep it separate.
What I've been wondering lately is what type of business the cemetery should be. At the moment I have a small structure that looks like an office but functions as a small store where the undertaker sells headstones. I don't want to have "recreational" items on the lot so having a bandatron seems strange. My lot is so young as I've just really started having Sims die, well other than the few townies I've killed off because I could no longer tolerate their presence, that I'm not sure what the best way to do this is.
I like the idea of my Sims visiting the cemetery on their own when it's opened and potentially seeing a ghost rather than just sending them there. That's the main reason I want to actually run the business as all the profit aspect of it is never going to register since I do that behind the scenes.
If anyone that runs a cemetery as an owned community lot has any suggestions on that I would love to hear them.
Liv Lukas
11th Apr 2012, 08:43 PM
Well...there is always the sales aspect...in my Acanthop cemetery, I plan to have Sims buy flowers to place on the grave and a local artist who can sell you a painting of your Sim. You just commission him on the spot, when you are visiting, and he finishes the painting at his lot and sends it on when it is finished. (Have to work the logistics of this plan out still.)
A wishing well is good thing to have there, so a Sim can place a wish for a loved one.
Also, for those Sims who find the cemetery to be soothing, there will be a place where one can do Tai-Chi under a willow tree using this mod: http://www.modthesims.info/d/382409
There will be an entrance fee using the bandatron so there is your owner's income stream.
And since knowledge Sims would be the most frequent visitors there would be chess boards to play a game.
Also, lipe2k, LOVE the idea of having scary sleepovers in the cemetery!
Oh and I would also have the...oh, what is that called....the asian sweeping thing that *googles it* the Zen garden. Right in the middle of the cemetery under another willow tree.
Charmful
11th Apr 2012, 08:49 PM
Does anyone know how long the tombs have to 'mature' before being sent to community lots if knowledge sims want to visit the cemetery to see a ghost?
Peni Griffin
11th Apr 2012, 08:49 PM
The human statue is beautifully spooky in a cemetery.
Clashfan
11th Apr 2012, 08:56 PM
A wishing well is good thing to have there, so a Sim can place a wish for a loved one.
Also, for those Sims who find the cemetery to be soothing, there will be a place where one can do Tai-Chi under a willow tree using this mod: http://www.modthesims.info/d/382409
Also, lipe2k, LOVE the idea of having scary sleepovers in the cemetery!
Hmmm one could even use the wishing item from the Asian location for this. Good idea.
Arghh... yet another mod I simply must have! Not so much for just this as it's use in community gyms.
I also love the sleepover idea and would never have thought of that one.
Does anyone know how long the tombs have to 'mature' before being sent to community lots if knowledge sims want to visit the cemetery to see a ghost?
I always thought you had to leave them until they made their first appearance. That's what I've done in the past in regards to maturing them. I so could be wrong about that though.
Liv Lukas
11th Apr 2012, 09:26 PM
Yep, that was the item I was referring to - the wishing thingy from the asian location, not the wishing well that Crumplebottom comes out of.
Cyjon
11th Apr 2012, 09:56 PM
It takes 24 hours for a tombstone to be ready to produce a ghost. However the other problem is that the game only checks for ghosts from 7-8 pm. If you show up on a community lot at midnight, then you'll be out of luck. The latest version of Ghost Hack (http://drupal.cyjon.net/node/188) makes community ghosts much more common--too common really, but then again the whole reason to go to the cemetery is to find ghosts.
maxon
11th Apr 2012, 10:03 PM
Does anyone know how long the tombs have to 'mature' before being sent to community lots if knowledge sims want to visit the cemetery to see a ghost?
3 days? - though I usually wait till the ghost actually comes out before I move them.
crocobaura
11th Apr 2012, 10:25 PM
If anyone that runs a cemetery as an owned community lot has any suggestions on that I would love to hear them.
You could also place a Resurrectonomicon on the lot and charge sims if they use it.
Phoeberg
11th Apr 2012, 10:45 PM
I always build a cemetery for my neighborhoods. I don't know about the rest of you, but where I live it's not customary to bury Grandma in the back garden! I like having the option of moving tombstones to one big community lot out of the way of everyday life, especially as after a while it starts to get pretty crowded in a back yard! I'd only keep a tomb on a residential lot of it suited the house and setting.
I like some of the ideas here though, way better than my cemeteries...I would never of thought of selling flowers to be placed on graves, Liv! I might do that next time I build a cemetery.
sierrakusterbeck
11th Apr 2012, 11:09 PM
I've never had a problem with deleting tombstones or urns getting smashed, the ghosts just... really creep me out *super embarrassed*
AlexandraSpears
12th Apr 2012, 12:19 AM
I've built a kind of mausoleum in a cemetery before. More room for urns.
Lots of times I just get lazy, plunk down a community lot, don't do anything to it, and send graves there. And if I feel like it/get around to it, I make a nice-looking cemetery.
I've also had ghosts spawn in a community lot cemetery (redundant? lol) the same night the Sims in question died.
harmonee_el
12th Apr 2012, 03:16 AM
I make cemeteries for my neighborhoods because I cannot stand all those ghost floating around my Sims houses!
music2ologist
12th Apr 2012, 09:26 AM
Does anyone know how long the tombs have to 'mature' before being sent to community lots if knowledge sims want to visit the cemetery to see a ghost?
It varies; sometimes it's only one day, sometimes three. I don't know what causes the variation. Perhaps the 'outgoing' ghosts appear first? Has anyone noticed that?
Liv Lukas
12th Apr 2012, 10:02 AM
*waits for Cyjon to come in here and set us all straight on the issue*
I, for one, do not hold much stock in this graves needing to mature business, but I play so slowly I've not really had many Sims die and have not got around to making a community cemetery for them yet! But maturing graves just does not sound like something Maxis would code in.
maxon
12th Apr 2012, 01:39 PM
*waits for Cyjon to come in here and set us all straight on the issue*
I, for one, do not hold much stock in this graves needing to mature business, but I play so slowly I've not really had many Sims die and have not got around to making a community cemetery for them yet! But maturing graves just does not sound like something Maxis would code in.
Cyjon posted upthread and said it was one day - I always thought it was 3 but I'm inclined to trust him given he has looked at the code. But generally the ghosts will not come out on a community lot if they haven't already appeared on your home lot. I suppose they might if you stayed there long enough - I never do stay on community lots for days on end.
roxmaniac
12th Apr 2012, 04:22 PM
So I started building a church with a cemetary.
Its a community lot at the moment but I'm thinking about making it a residential and move a priest in. And he could start a home buisness. Just a bandatron with a sheap fee to get sims to turn up and visit the cemetary. Anyone tried this?
Clashfan
12th Apr 2012, 04:29 PM
So I started building a church with a cemetary.
Its a community lot at the moment but I'm thinking about making it a residential and move a priest in. And he could start a home buisness. Just a bandatron with a sheap fee to get sims to turn up and visit the cemetary. Anyone tried this?
If it's a home business then you can't take your Sims to that lot. Sims would only visit the lot when your playing the priest. So it depends on what you want the cemetery for. For me it's about not wanting tombstones on home lots but at the same time having ghosts that my Sims have a potential for seeing. A lot that I was not able to take my Sims to would not work for me.
Plus depending on your ghosts your priest could be pretty harassed.
roxmaniac
12th Apr 2012, 04:46 PM
If it's a home business then you can't take your Sims to that lot. Sims would only visit the lot when your playing the priest. So it depends on what you want the cemetery for. For me it's about not wanting tombstones on home lots but at the same time having ghosts that my Sims have a potential for seeing. A lot that I was not able to take my Sims to would not work for me.
Plus depending on your ghosts your priest could be pretty harassed.
Hmm yea Maybe I should just have the priest own the community lot and be there a lot. Got the "sleep on community lots" mod so should not be a problem for him to be there long hours. Hire a few nuns :lol:
maxon
12th Apr 2012, 04:53 PM
Yeah - my vicar owns St Chad's church lot in Little Carping as a community lot. It actually works quite well for him. I had to give him the money to buy the church (I figured this is him being appointed by the local See) but he has a church, church hall and graveyard. The bandatron is set on the lowest price because he's not actually there to make money and I reckon any takings are his stipend. His visitors like the church hall and the church organ and some even come and sit when he starts on the podium. Then they can all come and visit the lot from home and have weddings and funerals at the church too and drop off their ex-relatives. Of course, when other families visit the lot, he is present to officiate.
Charmful
12th Apr 2012, 09:09 PM
Ok thanks for everyone who answered my question. I think the next time a sim kicks the bucket I'll wait for it to appear before moving it. The only ghost I have in game is of a cheerleader who happened to die by soaking in the frat hot tub too long and I ended up putting her urn in the walls and she comes out when they have parties. I want more community lot ghosts!
Briana2425
12th Apr 2012, 11:26 PM
Thanks I really got some great tips to make a more realistic cemetery for my neighborhoods.
Cyjon
12th Apr 2012, 11:43 PM
Ack, the pressure!
As it happens, I was look at ghost generation just recently specifically to figure out how to make community ghosts appear. When tombstone is created, an attribute is incremented every hour. As long as that attribute is < 24 it won't generate a ghost. Now maybe some other routine can write to that variable to make it higher, but nothing in the main loop does that. However just because the timer is > 24 doesn't mean a ghost will instantly pop out. There is still a random chance (can't remember how much) of a ghost being generated and that is checked only once per day at 7 pm, so it could easily be several days before a ghosts makes its first appearance.
Liv Lukas
13th Apr 2012, 12:06 AM
Thanks Cyjon, the knowledge you share is always very helpful!
Simonut
13th Apr 2012, 01:01 AM
Wouldn't it be ironic if the only thing they do there is to play water balloon....
The Sims seem like they have no consciousness or remorse at times, I have a cemetery and a place of worship in my game that I build. But when my Sims go there they "Think It Is Party Time" they dance without no sound of music and run around playing water balloon and kick ball, even make out at times. :lol:
maxon
13th Apr 2012, 01:25 AM
Ack, the pressure!
As it happens, I was look at ghost generation just recently specifically to figure out how to make community ghosts appear. When tombstone is created, an attribute is incremented every hour. As long as that attribute is < 24 it won't generate a ghost. Now maybe some other routine can write to that variable to make it higher, but nothing in the main loop does that. However just because the timer is > 24 doesn't mean a ghost will instantly pop out. There is still a random chance (can't remember how much) of a ghost being generated and that is checked only once per day at 7 pm, so it could easily be several days before a ghosts makes its first appearance.
Ah now that makes sense and corresponds with experience. They are not particularly predictable and it can take a while before one appears. Thanks for that.
Peni Griffin
13th Apr 2012, 03:41 AM
I would point out that making out in the graveyard is a time-honored tradition.
Y'know what'd be cool? If you could do Dio de los Muertos. Take the whole family, have a picnic, with lots of little folklorico skeletons, candy skulls, etc. You can't really picnic anymore, like you could in Sims1.
StrangeTownChick
13th Apr 2012, 04:05 AM
If you have a mod letting you access inventories on community lots, you can make food at home, put it in the inventory, and have them eat it at a picnic table on the lot, Peni.
Glic2003
13th Apr 2012, 01:35 PM
How does one move tombstones to a community lot?
Peni Griffin
13th Apr 2012, 01:43 PM
Click on tombstone, choose the option: Move. You'll get a list of available community lots. Choose the one you want. You'll get a pop-up message and the tombstone/urn will vanish.
Next time you're in neighborhood view, open the lot you picked and find the tombstone sitting at the curb by the phone. Pick it up and place it where you want it as you would any object.
Sunbee
13th Apr 2012, 04:49 PM
Click on tombstone, choose the option: Move. You'll get a list of available community lots. Choose the one you want. You'll get a pop-up message and the tombstone/urn will vanish.
Next time you're in neighborhood view, open the lot you picked and find the tombstone sitting at the curb by the phone. Pick it up and place it where you want it as you would any object.
You have to have Nightlife. (NL was the very last expansion I got.) If you have only OFB you can do it by having your cemetery be owned and putting the tombstone into the owners inventory and then playing him to get it there. Your choice of hacks to get tombstone into owner's inventory.
selfmadequeen
13th Apr 2012, 06:08 PM
I not only have a cemetery in every neighbourhood, I also make a separate lot for a pet cemetery.
Peni Griffin
13th Apr 2012, 06:35 PM
I was never able to get the option to move a pet grave, but now I have M&G it works! So I have to decide whether there'll be a pet corner in Drama Acres Memorial Park, or if I'll be making a dedicated pet cemetery.
Darby
13th Apr 2012, 10:20 PM
I rather like the idea of a separate, dedicated pet cemetery. The downside, though, would be missing out on ghost human/pet interactions, which are cute.
Clashfan
14th Apr 2012, 03:57 AM
I rather like the idea of a separate, dedicated pet cemetery. The downside, though, would be missing out on ghost human/pet interactions, which are cute. Maybe I've just read too much Stephen King but a pet cemetery creeps me out. I guess it's a moot point since I've yet to let a pet die in my game but still it's kind of creepy.
Darby
14th Apr 2012, 05:17 AM
I'm a wuss with regard to "horror" and thus have never seen/read Pet Sematary, so pet cemeteries in the game don't bother me. Sometimes the pet ghosts are a bit creepy looking, but I like seeing them floating around, for the most part. :)
Raime
14th Apr 2012, 06:46 AM
I run a victorian neighbourhood so the community cemetery is adjacent to the church which is in turn owned by the minister. Sims have to invite him over, sort of like a burial/last rites kinda service and then i just check the tombestone into his inventory. However all my 'rich' sims have private cemetaries for their generations on their own lots xD Even in death they will be nowhere near the common folk!
The poor sometimes keep their dead on their lot too but as they have the worst stuff out of everyone they usually end up dead very quick if I leave them there with their relatives, Sims are so stupid sometimes.
lil_princess_of_evil
14th Apr 2012, 02:46 PM
I couldn't live without a cemetery. I really hate when a sim dies because dead Grandma has decided to spook her grandson to the point of death by doing it four times in a row. I have two cemeteries in my game. One for normal residents, and one for military residents. Kind of a way of honoring "those who served". I never thought of selling flowers on the lots though. Thats a great idea. I usually just put build mode flowers in front of each grave.
For pets, I usually just try to put them with their owner, if I remember them when I arrange the graves... Usually I don't by the time I get to that though, so they just kind of get their own section of the graveyard.
Darby
14th Apr 2012, 07:12 PM
An option for those who want to keep graves on the home lot, but don't want ghosts scaring the living is to put the graves behind a river with no bridge. Ghost sims can't cross water.
M.M.A.A.
14th Apr 2012, 09:00 PM
An option for those who want to keep graves on the home lot, but don't want ghosts scaring the living is to put the graves behind a river with no bridge. Ghost sims can't cross water.
What?! Ghosts float around in mid-air and can't cross a river?! even a shallow river?! :blink: :wtf:
Darby
14th Apr 2012, 10:49 PM
I've never tested for minimum width/depth, but yeah, basically.
Peni Griffin
15th Apr 2012, 12:17 AM
That's traditional. It has something to do with the symbolic cleansing properties of water - spirits can't deal with it.
joandsarah77
15th Apr 2012, 03:44 AM
For anyone doing free roaming ghosts in their legacy, apart from the water mote, another one I heard of and so far seems to be working for me is; if you have a two story house have any sim due to die of old age down stairs. Sims who die downstairs can't as ghosts go upstairs. So far my founder ghosts do stay either outside or downstairs which is great as most of the bedrooms are upstairs, apart from the heir and his wife who are downstairs. This at least means the kids and current grandparents get a good night’s sleep.
Also never sell a ghosts bed, they are very attached to their bed and that turns a ghost furious. Another way to make them really mad is send someone to 'mourn' and they in turn shrug. I had a child do that at another house and after that the ghost would not leave her alone, she would be woken up at least 2-3 times per night. The ghost had not bothered her before that.
Clashfan
15th Apr 2012, 04:36 AM
For anyone doing free roaming ghosts in their legacy, apart from the water mote, another one I heard of and so far seems to be working for me is; if you have a two story house have any sim due to die of old age down stairs. Sims who die downstairs can't as ghosts go upstairs.
I'm not sure that is entirely accurate as I had a ghost die on the first floor of the house and he spent most of his time haunting upstairs. I think it might have more to do with where you put the urn if it's indoors as to where they actually die.
Cyjon
15th Apr 2012, 05:57 AM
Ghosts will never use stairs with one exception. A ghost starts a night's haunt by going the favorite object, which due to the silly way EA coded it is almost always a bed. I remember one ghost in my asylum whose favorite object was a shower, but I believe that's the only one. Anyhow the ghost starts the haunt by going to the favorite object, cheering for it, and then starting the normal haunt cycle. After scaring a sim, the ghost turns invisible and returns to the tombstone before starting another haunt cycle, but this time doesn't chase after the favorite object.
So that means after the first scare, ghosts stay on the same floor as the tombstone or urn. I consider this a bad thing since that means if you put a house on a foundation and put the tombstones in the yard, the ghosts just putter around the yard and don't bother anyone in the house after that first scare. What's the point of having ghosts if they don't scare people?
As for selling the ghost's bed or other favorite object, don't worry about it. Angry ghosts don't act much differently than happy ghosts.
LauraBow
15th Apr 2012, 08:58 AM
The human statue is beautifully spooky in a cemetery.Likewise, there are cat and dog statues that fit in as well. Even one of a fire hydrant, if you want to add a little humor.
joandsarah77
15th Apr 2012, 11:43 AM
Angry ghosts in my game scare sims way more.
That's interesting about the haunt cycle, I hadn't paid attention if there was a pattern to it, I'll have to check that out.
My founders graves are in the backyard and the house is on a foundation and the first floor (First floor is the ground floor over here) is where he spends most of his time floating around before going back outside, and coming back in, so the foundation doesn't seem to bother him. The house also has a basement so I don't know if that affects things.
Peni Griffin
15th Apr 2012, 01:55 PM
I had heard that they couldn't use stairs that didn't exist when they were alive?
Ginger Newson's cat Spice, who was primarily an indoor cat, died in the kitchen and was buried under the apple tree in the side yard. The first time she spawned she appeared in the kitchen - which probably was her favorite room; she liked sitting on counters - and hissed at the oldest boy for no apparent reason. She was definitely Ginger's cat, but she was always tolerant of the rest of the family. Then when he went to college she pranced out to the cab after him.
aUserName
15th Apr 2012, 02:45 PM
I rather like the idea of a separate, dedicated pet cemetery. The downside, though, would be missing out on ghost human/pet interactions, which are cute.
You could put them on the same lot, but design it to look like separate lots. In fact, I think I’ll do this in the future, so I can see cute sim/ghost interactions. I’ve never seen people ghost and pet ghosts interact.
StrangeTownChick
15th Apr 2012, 03:22 PM
My empire city's cemetary:
http://i815.photobucket.com/albums/zz79/kaytlspicshop/Snapshot-1.jpg
The memorial in the back is all set up for sims in the military career track. There's a little "room" for each and a place where visiting sims can sign their names to pay their respects. At each end is a fountain, because running water symbolises luck.
The hill with the statue is where Genesis and Karyn Runner will be buried, being the town founders. The willow tree is a tranquil place to meditate, sit, mourn, whatever.
Cyjon
15th Apr 2012, 08:19 PM
@joandsarah77 Frankly that's just observer bias. Nothing in the code makes angry ghosts more likely to scare sims.
@Peni That stairs rumor has been floating around since the base game but it's not true. Ghosts are perfectly capable of using stairs. It's just that the random wandering has them move around only on the same floor.
Simonut
15th Apr 2012, 09:01 PM
How does one move tombstones to a community lot?
@ Glic2003 I notice you mention on your profile you have Sims 3 games, therefore you need to walk down the narrow hallway just follow the blue line, at the end of that line make a left turn. There you will see some long stairs, walk down until you get to the end of the stairs. You will see a place that kind of look like "Hell" with a big red door just walk on in that is the Sims 3 forum.
Moving a grave to another site came with the Sims 2 Nightlife expansion. Therefore I do not play or know anything about Sims 3 options. :blink:
joandsarah77
15th Apr 2012, 10:05 PM
Is there some way on here to see other peoples replies when I go to reply? I'm sure I am being blind, but if someone could humour an old lady and point out where I can change the setting on that, I would be very grateful.
Cyjon I freely admit that is simply my observation.
Maybe Glic2003 has both games, like some of us do. :)
Peni Griffin
15th Apr 2012, 10:08 PM
Look down. See the Quick Reply Message box? That's where I generally work from. You have to type out smileys and copy-paste quotes, but you never leave the screen you started from so you can scroll up to refer to multiple posts.
joandsarah77
15th Apr 2012, 10:13 PM
Yes I did look there and when I saw no quote button for someone who posted further above, I went to the other reply methods. I was hoping it might just be a setting that I was missing. Never mind, I shall use quick reply more often.
Night Racer
15th Apr 2012, 10:14 PM
To be honest, i never thought of making a cemetery for my neighborhoods. Just never crossed my mind. In the sims 3 I did it all the time, So im not sure why i never started doing it once i started up with the sims 2 again. Its a great idea. This is the cemetery i made for my neighborhood, so far i got 2 sims in it, and 2 more on a residential lot that need to be moved here. I moved the bathroom door to the back, and added a food area. Im happy with the lot now :)
http://i73.photobucket.com/albums/i236/fergiefan12/Snapshot.jpg
http://i73.photobucket.com/albums/i236/fergiefan12/snapshot_0000000a_bc9857a7.jpg
Edited to update pictures to finished lot.
Darby
16th Apr 2012, 12:58 AM
Ghosts will never use stairs with one exception. A ghost starts a night's haunt by going the favorite object, which due to the silly way EA coded it is almost always a bed. I remember one ghost in my asylum whose favorite object was a shower, but I believe that's the only one. Anyhow the ghost starts the haunt by going to the favorite object, cheering for it, and then starting the normal haunt cycle. After scaring a sim, the ghost turns invisible and returns to the tombstone before starting another haunt cycle, but this time doesn't chase after the favorite object.
So that means after the first scare, ghosts stay on the same floor as the tombstone or urn. I consider this a bad thing since that means if you put a house on a foundation and put the tombstones in the yard, the ghosts just putter around the yard and don't bother anyone in the house after that first scare. What's the point of having ghosts if they don't scare people?
As for selling the ghost's bed or other favorite object, don't worry about it. Angry ghosts don't act much differently than happy ghosts.
My experiences with ghosts doesn't support this at all, Cyjon. In my game, ghosts disappear briefly immediately prior to scaring someone, then when they've done that, they continue floating nearby. (As opposed to disappearing, then reappearing next to the tombstone.)
I've also has plenty of ghosts who died outside take two flights of stairs to get to their old beds. If someone is trying to sleep in the bed, the ghost will scare the sim out, and will continue doing that all night, as well as scaring other sims in the room. In Apocalypse Challenges I did early on, rooms with even just one haunting ghost would have to be abandoned for the night, and even then there was no guarantee that the ghost wouldn't follow the living sims into whatever room they were trying to hole up in. Many of us finally learned that survival from ghost scares involved deleting the stairs leading to the house at sundown. And if we were ever unlucky enough to have a death on the level where the beds were, we'd be in trouble if we couldn't rearrange or add another floor higher up in which to put new beds. (Then delete the stairs to THAT floor at night.)
I'm also not convinced that some ghosts don't scare more than others. My permaplat ghosts rarely scare more than once a night, but I've seen ghosts of sims who died by ghost scare or fire behave VERY badly, usually choosing a target sim to pick on with 3-4 scares in quick succession. (Another AC survival tactic became making sure everyone's Hunger motive was as high as possible at sundown!)
In non-AC play, where pretty much ALL my ghosts are permaplat, they certainly seem to be a lot more peaceful. They'll come into the house to cheer for their beds, maybe scare someone once, then float back outside (not disappear) and haunt the yard for the rest of the night, only occasionally scaring again, if a living sim hangs out in the yard long enough.
StrangeTownChick
16th Apr 2012, 01:02 AM
Yes, I've had ghost scare experience. In one of my sister's little survival challenges, a few people had died when one night (not sure how many nights after death) a ghost popped out. She had died of hunger with extremely low needs and aspiration. Everyone was outdoors, and she wound up scaring the rest of the family (minus her designated "survivor") to death.
LauraBow
16th Apr 2012, 01:55 AM
You could put them on the same lot, but design it to look like separate lots. In fact, I think I’ll do this in the future, so I can see cute sim/ghost interactions. I’ve never seen people ghost and pet ghosts interact.
I've never seen sim ghosts and pet ghosts interacting and I usually have them haunting my lots at the same time. :blink:
As far as the cemetery itself, this is where the sim and pet statues come in handy.
Here's a recent cemetery I built for Riverblossom Hills and although I kept it as one big thing, the cat/dog statues on the left indicate that it's for pets and the urns on the right are for sims.
Darby
16th Apr 2012, 02:24 AM
I've never seen sim ghosts and pet ghosts interacting and I usually have them haunting my lots at the same time. :blink:
I've seen ghost sims play fetch with ghost dogs, and use the...feather-on-a-stick toy thingy with ghost cats. Not sure how else they can interact. I also don't know if they had to have known each other and been friends in life, but that wouldn't surprise me.
Cyjon
16th Apr 2012, 03:38 AM
My experiences with ghosts doesn't support this at all, Cyjon. In my game, ghosts disappear briefly immediately prior to scaring someone, then when they've done that, they continue floating nearby. (As opposed to disappearing, then reappearing next to the tombstone.)
I just double checked in the code and the ghost definitely heads back to the tombstone after a scare, including scares that are aborted somehow. After aborted scares the ghost doesn't turn invisible, but will still head back to the tombstone. That behavior sounds like the ghost's path was blocked or the tombstone was in some weird, inaccessible place, which will cause him to abort the move back to the tombstone.
I've also has plenty of ghosts who died outside take two flights of stairs to get to their old beds.
Exactly. Ghosts *will* use stairs to get to a favorite object or back to the tombstones (so I was wrong, there are TWO exceptions). They won't use them in normal wandering.
I'm also not convinced that some ghosts don't scare more than others. My permaplat ghosts rarely scare more than once a night, but I've seen ghosts of sims who died by ghost scare or fire behave VERY badly, usually choosing a target sim to pick on with 3-4 scares in quick succession.
Again, I'll have to attribute that to observer bias. I'm only 99% sure of the stuff above, but I am 50000% sure that all ghosts scare exactly the same because a core aspect of Ghost Hack's development was to get ghosts to behave in different ways.
They'll come into the house to cheer for their beds, maybe scare someone once, then float back outside (not disappear) and haunt the yard for the rest of the night
So that sounds like exactly the behavior I described--they return to their tombstones. Again, a ghost only leaves a floor to seek out a favorite object at the beginning of the haunt, or to get back to a tombstone after an attempt (successful or not) to scare.
music2ologist
16th Apr 2012, 03:58 AM
How does one move tombstones to a community lot?
Click on the tombstone, and an option to move it will appear.
Orilon
16th Apr 2012, 07:24 AM
If you have the Nightlife EP, if you click on the tombstoned you will get an option to move this grave, or move all graves if there is more than one and then a box will appear for you to choose where to move the grave to.
Another method is to have a living Sim put the grave in their inventory and go to the place you want to move it to, and click on the ground to place the grave.
I usually use the first option to move graves to my community lot cemetery.
Darby
16th Apr 2012, 05:44 PM
It seems that ghost coding and my experience with ghosts in-game don't agree on all counts. 'Tis a mystery. :duck:
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