The Sims 2/Social Interactions/Family Interactions

Family interactions are a lot harder to define than romantic interactions. The interactions listed below include special baby and toddler socials as well as some interactions that are generally performed between family members. Note that this does not mean that they can only be performed between relatives. It just means that they usually are.

Baby Interactions
These interactions are available on pregnant sims

Rub Belly
Availability Serious sims might do this autonomously. Accpetance rules are Outcomes
 * Sim B pregnant and either daily above 60 or lifetime above 50.
 * 1) Positive mood and lifetime above 60 or
 * 2) Daily above 75 if lifetime isn't above 60
 * Accepted
 * Sim As daily rises by 11
 * Sim Bs daily rises by 13
 * Both sims lifetime rise by 3
 * Rejected
 * Sim As daily decreases by 12
 * Sim Bs daily decreases by 10
 * Both sims lifetime decrease by 3

Talk to Belly
Availability Playful sims might do this autonomously. Acceptance rules are Outcomes
 * Sim B pregnant and either daily above 15 or lifetime above 25
 * 1) Positive mood and lifetime above 35 or
 * 2) Daily above 50 if lifetime isn't ove 35
 * Accepted
 * Sim As daily rises by 6
 * Sim Bs daily rises by 8
 * Both sims lifetime rise by 2
 * Rejected
 * Sim As daily decreases by 8
 * Sim As lifetime decreases by 2
 * Sim Bs daily decreases by 10
 * Sim Bs lifetime decreases by 3

Encourage
Availability Encourage is unique because it can change a sims personality. The strength of this interaction, or how many times it is required to be performed to change the personality, depends on several elements. Like most interactions, this can be rejected. It is also not autonomous. This interaction is accepted if mood is positive and. Outcomes
 * Sim Bs is younger, in the same household. Sim A is teenaged or older. Selected personality be above 7 or beneath 3.
 * 1) Sim As personality
 * 2) Age gap
 * 3) Daily relationship
 * 1) Lifetime above 20 and
 * 2) Daily above 50 if lifetime is under 20
 * Accepted
 * Personality shifts in direction indicated, (may need to be done several times for this to happen)
 * Sim As daily increases by 6
 * Sim Bs daily increases by 13
 * Rejected
 * Both sims daily fall by 4

Family Kiss
Availability Unlike other kiss interactions, this is not romantic. Nice family members might do this autonomously. Acceptance rules are Outcomes
 * Sims related and lifetime above 0
 * 1) Mood above -25 and lifetime above 30 or
 * 2) Mood above 25 if lifetime isn't above 30
 * Accepted
 * Sim As daily rises by 5
 * Sim Bs daily rises by 6
 * Both sims lifetime rise by 1
 * Rejected
 * Sim As daily decreases by 4
 * Sim Bs daily decreases by 5

Special Baby Socials
This interactions require that Sim B is a baby. The nanny also has full access to all of these interactions as well.

Change Diaper
Availability Neat sims might do this autonomously. This interaction is always accepted because the baby cannot exactly reject the outcome.
 * Household or related: Always available
 * Non-household and non-related: Daily above 20 and lifetime above 10

Outcomes
 * Increases Sim As daily by 6
 * Increases Sim Bs daily by 13

Cuddle
Availability Nice sims might do this autonomously. Again, this interaction is always accepted.
 * Household or related: Always available
 * Non-household and non-related: Daily and lifetime above 0

Outcomes
 * Both sims daily increase by 4
 * Both sims lifetime increase by 1

Pick up Baby
Availability This interaction is always accepted and has no point increases. Any family member might do this autonomously.
 * Household or related: Always available
 * Non-household or non-related: Daily and lifetime above 0

Play with Baby
Availability Playful sims might do this autonomously. This interaction is always accepted.
 * Household or related: Always available
 * Non-household and non-related: Daily and lifetime above 0

Outcomes
 * Sim As daily rises by 4
 * Sim As lifetime rises by 3
 * Sim Bs daily rises by 25
 * Sim Bs lifetime rises by 1

Talk to Baby
Availability This interaction is always accepted. Playful sims might do this autonomously.
 * Always available

Outcomes
 * Sim As daily rises by 5
 * Sim Bs daily rises by 10
 * Both sims lifetime rise by 2

Special Toddler Interactions
All of these interactions revolve around toddlers. The nanny can perform most of these interactions. This list also includes 'Ask For' interactions. This can only be initiated by toddlers.

Ask for Attention
Availability Active toddlers might do this autonomously. The nanny will always respond to this. If Sim Bs isn't a nanny then they will respond under these conditions. Outcomes
 * Household or related: Always available
 * Non-household or non-related: Daily and lifetime above 0
 * Accepted
 * Sim As daily rises by 5
 * Sim Bs daily rises by 13
 * Rejected
 * Both sims daily fall by 4

Ask for Diaper Change
Availability Nice toddlers might do this autonomously. The nanny will always accept this interaction. If the sim is not the nanny, then he or she will accept this interaction based on these rules. Outcomes
 * Household or related: Always available
 * Non-household and non-related: Daily and lifetime above 0
 * Accepted
 * Sim B automatically gives a diaper change
 * Sim As daily rises by 6
 * Sim Bs daily rises by 13
 * Rejected
 * Both sims daily fall by 4

Ask for Food
Availability Active toddlers might do this autonomously. The nanny always accepts this interaction. If Sim B isn't the nanny, then he or she will accept based on these rules. Outcomes
 * Household or related: Always available
 * Non-household and non-related: Daily and lifetime above 0
 * Accepted
 * Sim B automatically gets some food
 * Sim As daily rises by 6
 * Sim Bs daily rises by 13
 * Rejected
 * Both sims daily fall by 4

Change Diaper
Availability Neat sims might do this autonomously. Unlike the baby interactions. Toddlers can reject this one. They will always accpet this interaction if Sim A is related or living in the same house. If not they will accept if Outcomes
 * Household or related: Always available
 * Non-household and non-related: Daily above 20 and lifetime above 10
 * 1) Neat above 5 and positive mood or
 * 2) Neat under 5 and mood above 30
 * Accepted
 * Sim As daily rises by 6
 * Sim Bs daily rises by 13
 * Rejected
 * Both sims daily fall by 4

Family Kiss
Availability Non-houseold and non-relatives can't perform this social, nice sims might do this autonomously. Acceptance rules are. Outcomes
 * Household or related, daily above 50 and lifetime above 0
 * 1) Nice above 3 and mood above -70 or
 * 2) Mood above -40 if nice is less than 3
 * Accepted
 * Sim As daily rises by 5
 * Sim Bs daily rises by 6
 * Both sims lifetime rise by 1
 * Rejected
 * Sim As daily decreases by 4
 * Sim Bs daily decreases by 5

Pick up Toddler
Availability This interaction is always accepted and has no point increases. Any family member might do this autonomously. It is also prerequisite for some other interactions
 * Household or related: Always available
 * Non-household or non-related: Daily and lifetime above 0

Play...Tickle
Availability Playful sims might do this autonomously. Acceptance rules are. Outcomes
 * Household or related: Daily above 10 and lifetime above 0
 * Non-household and non-related: Daily above 20 and lifetime above 15
 * Accepted
 * Both sims daily rise by 5
 * Rejected
 * Sim As daily falls by 5
 * Sim As lifetime falls by 1
 * Sim Bs daily falls by 8
 * Sim Bs lifetime falls by 2

Play...Toss in Air
Availability Active sims might do this autonomously. Acceptance rules are Outcomes
 * Household or related: Daily and lifetime above -50
 * Non-household and non-related: Daily above 25 and lifetime above 10
 * Accepted
 * Sim As daily rises by 6
 * Sim Bs daily rises by 13
 * Both sims lifetime rise by 2
 * Rejected
 * Both sims daily fall by 10
 * Sim As lifetime falls by 3
 * Sim Bs lifetime falls by 2

Snuggle
Availability Non-household and non-related sims can't perform this interaction. Nice sims might perform this autonomously. Acceptance rules are. Outcomes
 * Household or related, daily above -50 and lifetime above 0.
 * Accepted
 * Sim As daily rises by 6
 * Sim Bs daily rises by 10
 * Both sims lifetime rise by 2
 * Rejected
 * Both sims daily fall by 10
 * Sim As lifetime falls by 3
 * Sim Bs lifetime falls by 2

Talk to Toddler
Availability Outgoing sims might do this autonomously. Acceptance is based on these rules. Outcomes
 * Daily and lifetime above -50
 * Accepted
 * Both sims daily rise by 6
 * Sim As lifetime rises by 2
 * Sim Bs lifetime rises by 3
 * Rejected
 * Both sims daily fall by 4

Teach to Talk/Walk
Availability Both of these interactions go by the same rules, including training methods. However, the outcomes vary depending on the skill gained at the end of the interaction. It is oly available if the toddler hasn't learnt the skill yet. It is also not autonomous. Acceptance rules are. Outcomes
 * Daily above 25 and lifetime above 15
 * 1) Positive mood and outgoing above 3
 * 2) Mood above 20 if outgoing is under 3
 * Accepted
 * Memory caused depending on interaction
 * Toddlers Crawl Here interaction replaced by the Go Here interaction. (Learn to Walk)
 * Toddler gains the Talk to interaction. (Learn to Talk)
 * Sim As daily rises by 6
 * Sim Bs daily rises by 13
 * Rejected
 * Both sims daily fall by 4

Object-Based Socials
These socials require that the object exist on the lot for it to be available. Some of the objects include
 * Bookshelves: To read to kids
 * Homework: To teach to study
 * Phones: Sims can't go out without one
 * Potty: Fot potty training

Ask for Permission to Go Out
Availability This interaction is not autonomous. If accepted, then the teen can call another sim to ask to go out for a night on the town. Going out increases fun and social and decreases hunger and energy. Daily must always be above 20 for the interaction to be accepted. Other factors are. Outcomes
 * Sim A is teenaged and Sim B is older and in the same house. Phone must be on the lot.
 * Accepted
 * Sneak Out phone interaction replaced by Go Out interaction. Sim can then go out for the night.
 * Sim As daily rises by 8
 * Sim Bs daily rises by 6
 * Rejected
 * Sim As daily falls by 8
 * Sim As lifetime falls by 1
 * Sim Bs daily falls by 2

Ask to Read to
Availability This interaction goes by the same rules for kids and toddlers. Srious sims might do this autonomously. Adults can also initiate the Read to interaction on the bookshelf. The nanny always accepts this interaction. Acceptance is based on these rules. Outcomes
 * Bookshelf must be on the lot.
 * Household or Related: Daily and lifetime above -50.
 * Non-household and non-related: Daily above 25 and lifetime above 15.
 * Accepted
 * Sim B gets a book from the bookshelf and starts to read.
 * Sim As daily rises by 6
 * Sim Bs daily rises by 13
 * Rejected
 * Both sims daily fall by 4

Offer to Help with Homework/Ask for Homework Help
Availability This interaction can cause the Learnt to Study memory. It is always accepted as long as daily and mood are positive. It continues until the sim learns to study or mood and needs kick them out of the interaction.
 * Homework on lot

Outcomes
 * Accepted
 * Learnt to Study memory gained
 * Sim As daily rises by 6
 * Sim Bs daily rises by 13
 * Rejected
 * Both sims daily fall by 4

Potty Train Toddler
Availability This interaction can give both sims the potty train memory. It also gives toddlers the potty trained skill. It continues until the skill is gained or mood and needs kick either sim out of training. It is accepted under these conditions. Outcomes
 * Household member, potty chair on lot.
 * 1) Positive mood and neat above 3 or
 * 2) Mood over 20 if neat isn't above 3
 * Accepted
 * Toddler and teacher gain memory
 * Toddler no longer needs diaper changes
 * Sim As daily rises by 6
 * Sim Bs daily rises by 13
 * Rejected
 * Both sims daily fall by 4

Snuggle
Availability Acceptance rules are Outcomes
 * Daily above 30 or lifetime above 30. Can only done by children to older age group.
 * Accepted
 * Sim As daily rises by 8
 * Sim Bs daily rises by 10
 * Both sims lifetime rise by 2
 * Rejected
 * Both sims daily fall by 10
 * Both sims lifetime fall by 2