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*Daily >5 and Mood >10
*Daily >5 and Mood >10
*Daily <5 and Lifetime >0
*Daily <5 and Lifetime >0
If accepted an [[The Sims 2: Nightlife/Groups|outing]] will begin, Sim As daily and lifetime will both increase by 1 and Sim Bs daily and lifetime increase by 4 and 2 respectively. If rejected Sim As daily and lifetime decrease by 10 and 1 respectively and SIm Bs daily and lifetime decrease by 7 and 2.
If accepted an [[The Sims 2: Nightlife/Groups|outing]] will begin, Sim As daily and lifetime will both increase by 1 and Sim Bs daily and lifetime increase by 4 and 2 respectively. If rejected Sim As daily and lifetime decrease by 10 and 1 respectively and Sim Bs daily and lifetime decrease by 7 and 2.
===What Are Your Skills?===
===What Are Your Skills?===
Available if daily is above negative 20 and lifetime is above negative 10.
Available if daily is above negative 20 and lifetime is above negative 10.
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*Card Table: Up to four sims can play poker at once.
*Card Table: Up to four sims can play poker at once.
*Bowling Alley: Up to four sims can play a full game of bowling.
*Bowling Alley: Up to four sims can play a full game of bowling.
*Photo Booth: Two sims can take their photo together.
*Photo Booth: Two sims can take their photo together. They can also perform the WooHoo/Try for Baby interaction in the photo booth

Revision as of 08:34, 16 December 2007

The Sims 2 Nightlife comes with several new socials to help with dates and outings and several new romantic interactions. This article reviews them all.

Interaction Availability

Except where noted the interactions can not be done by children or younger. Romantic interactions or interactions that require romance can only be done between two teens or between young adults, adults and elders. Generally if an interaction isn't listed as romantic, it can be done between teens and older. In the following directory, Sim A is the initiator and Sim B is the recipient.

Ask Interactions

About Interests

In this interaction, Sim B flashes the icon of his or her top three interests. If Sim B has the Grilled Cheese Aspiration, he or she will flash the grilled cheese icon. This interaction is available if daily is above -10 and lifetime is above 0. This interaction is always accepted and boosts both sims daily by 1.

Do You Want a Ride Home?

This interaction ends a date before time runs out. This is only available during a date and on a community lot. It is always accepted

Do You Want to Go Back To My Place?

This interaction is only available during dates and on community lots. If rejected the date ends. If accepted a taxi is summoned or the car is taken and the date continues at the sims house. Acceptance is based on the table below. The values given count for Sim B.

Mood Daily Lifetime Outgoing Nice
>-20 >70 >40 N/A N/A
>40 >70 36-40 >7 N/A
>40 >70 36-40 N/A >7
>-20 61-70 >30 >70 N/A

If accepted Sims As daily and lifetime increase by 14 and 2 respectively. Sim Bs daily and lifetime increase by 10 and 1 respectively. If rejected Sim As daily and lifetime decrease by 10 and 1 respectively and Sim Bs daily and lifetime decrease by 10 and 2.

Do You Like What You See?

This social reveals Sim Bs attraction for Sim A. For details on reaction see Attraction and Chemistry

How Much Money Do You Have?

This interaction is available if Daily is greater than 25 and lifetime is greater than 15. Whether this interaction is accepted is based upon these rules.

Mood Daily Lifetime Nice Outgoing
>-20 >50 <25 <7 N/A
>-20 30 21-25 >7 N/A
>-20 >45 >25 N/A N/A
>40 31-45 >25 >7 N/A
>40 31-45 >25 <7 >6

If accepted than the sim will respond. One simoleon symbol means low wealth, two simoleon symbols mean medium wealth and three simoleon symbols mean high wealth. If accepted than Sim As daily increases by 13, Sim Bs increases by 6 and both lifetimes increase by 1. If rejected Sim As daily and lifetime decrease by 7 and 1 respectively and Sim Bs daily and lifetime decrease by 10 and 1 respectively.

On Date

This interaction is romantic and is available if relationship is above neutral. Whether it's accepted is based upon these rules.

Mood Daily Lifetime Outgoing Nice
>-20 >15 >7 N/A N/A
>40 >15 1-6 >7 N/A
>40 >15 1-6 <7 >7
>-20 8-15 >5 >7 N/A

If accepted than a date will begin, Sim As daily increases by 6 and Sim Bs daily increases by 4. If rejected both sims daily decrease by 5.

To Form/Join Casual Group

Available as long as relationship is above neutral. Acceptance is based on these rules.

  • Daily >5 and Mood >10
  • Daily <5 and Lifetime >0

If accepted an outing will begin, Sim As daily and lifetime will both increase by 1 and Sim Bs daily and lifetime increase by 4 and 2 respectively. If rejected Sim As daily and lifetime decrease by 10 and 1 respectively and Sim Bs daily and lifetime decrease by 7 and 2.

What Are Your Skills?

Available if daily is above negative 20 and lifetime is above negative 10. Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Nice
>-20 >5 >0 N/A N/A
>30 >5 -4-0 >7 N/A
>30 >5 -4-0 <7 >7
>-20 -5-5 >-2 >7 N/A

If accepted than the sim will react will react in either one of these ways.

  • 'I'm pretty good at...' Skill 1-3
  • 'I'm very good at...' Skill 4-7
  • 'I'm an expert at...' Skill 8-10

If accepted then both sims daily increase by 1. If rejected both sims lifetime decrease by 1.

What Do You Fear/Want?

Actually two separate interactions, however they availability, acceptance mechanics and relationship points are the same. Available if daily is above 15 and lifetime is above 5. Acceptance is based on these conditions.

Mood Daily Lifetime Outgoing Nice
>-20 >20 >8 N/A N/A
>20 >20 1-8 >7 N/A
>20 >20 1-8 <7 >7
>-20 5-20 >0 >7 N/A

If accepted than the symbol of one of the wants or fears will be displayed, Sim As daily increases by 9, Sim Bs daily increases by 13. If rejected both sims daily decrease by 4.

What Turns You Off/On?

Actually two separate interactions, however they availability, acceptance mechanics and relationship points are the same. Available if daily is above 5 and lifetime is above neutral.

Mood Daily Lifetime Outgoing Nice
>-20 >30 >20 N/A N/A
>40 >30 16-20 >7 N/A
>40 >30 16-20 <7 >7
>-20 26-30 >12 >7

If accepted than the symbol of one of the turn ons and turn offs will be displayed, both sims daily increase by 4. If rejected Sim As daily decrease by 2 and Sim Bs daily decreases by 1.

What's Your Job?

Available if daily is above 7 and lifetime is above neutral. Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Nice
>-20 >13 >5 N/A N/A
>30 >13 -4-5 >5 N/A
>30 >13 -4-5 <5 >5
>-20 11-13 >0 >7 N/A

If accepted, the career symbol and job title are revealed and both sims daily increase by 5. If rejected both sims lifetime decrease by 3.

What's Your Sign?

Always available. Acceptance is based on these rules.

Mood Daily Outgoing Nice
>-20 >10 >6 N/A
>-20 >-20 <6 N/A
>0 <-20 <6 >6

If accepted, Sim B reveals the icon for his zodiac sign and both sims daily increase by 1. If rejected both sims lifetime decrease by 1.

Buy Off

This interaction is only available on rivals. It is always accepted. For more details see New Relationship Types. Because romance is required to initiate rivalry, sims can only perform this interaction with sims that can be romantic between each other.

Bite Neck

For this interaction to work Sim A must be a vampire, Daily must be above 40 and lifetime must be above 30. Acceptance is based on these rules

Daily Logic
>95 N/A
81-95 >9
61-80 >6
41-60 >3

If the sim has knowledge aspiration then this interaction will always be accepted. If accepted Sim B will turn into a vampire, Sim As daily increases by 6, Sim Bs daily increases by 13 and both sim's lifetime increase by 2. If rejected, both sims daily and lifetime decrease by 4 and 2 respectively. This interaction is autonomous. For information on being a vampire, see Vampirism

Flirt Interactions

Check Sim Out

This acts like a romantic social but there is no relationship effect. All it does is tell you your sims attraction score for Sim B. For details see Attraction and Chemistry

Kiss Interactions

Kiss Hand

This self explanatory interaction is romantic and a daily of 30 and lifetime of 15 is required to make it available. If done without a crush or love relationship, it will set those relationship types. Acceptance is based on these rules.

Mood Daily Lifetime Playful Nice
>-40 >35 >20 N/A
>25 >35 4-20 >7 N/A
>25 >35 4-20 <7 >7
>-40 7-35 >5 >7 N/A

Playful sims may do this interaction autonomously. If accepted, both sims daily and lifetime will increase by 9 and 1 respectively. If rejected both sims daily and lifetime decrease by 6 and 1 respectively.

Irritate Interactions

Bleh!!!

This interaction is available if Sim A is a vampire. The reaction depends on whether Sim B is a vampire. If he or she isn't, they will react in the same way as seeing a ghost, if they are, they will Bleh back

Throw Drink

This interaction is the same whether seated or standing up. This is an autonomous interaction. Daily must be under 15 and lifetime must be under 10. There is only one reaction. Sim As daily decreases by 7 and lifetime decreases by 3. Sim Bs daily decreases by 13 and lifetime decreases by 4.

Slow Dance Interactions

This section covers both the slow dance interaction and each subinteraction. Slow Dance and its subinteractions are autonomous.

Slow Dance

This is a romantic social and unlike dance, which requires music to be playing, doesn't require music. For it to be available, daily must be above 30 and lifetime must be above 15. Sim B accepts this interaction under these conditions.

Mood Daily Lifetime Outgoing Nice
>-60 >35 >20 N/A N/A
>30 >35 11-20 >7 N/A
>30 >35 11-20 <7 >7
>-60 26-35 >20 >7 N/A

If a number of subinteractions fail, the other sim may decide to end the dance. The way he or she does it depends on personality.

  • Grouchy: Slap
  • Nice: Cry
  • Serious: Yell At
  • Playful: Poke

If accepted both sims daily increase by 8. If rejected, Sim As dialy decreases by 4 and Sim Bs daily decreases by 3.

Dance Close

Available only during Slow Dance and if lifetime is above 20. Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Nice
>-30 >35 >25 N/A N/A
>40 >35 11-25 >7 N/A
>40 >35 11-25 <7 >7
>-30 31-35 >20 >7 N/A

If accepted both sims daily increase by 8. If rejected, Sim As daily decreases by 4 and Sim Bs lifetime decreases by 1.

Head On Shoulder

Available only during Slow Dance and if lifetime is above 20. Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Nice
>-20 >40 >25 N/A N/A
>30 >40 16-25 >7 N/A
>30 >40 16-25 <7 >7
>-20 31-40 >25 >7 N/A

If accepted Sim As daily increases by 5, Sim Bs daily increases by 6 and both sims lifetime increase by 1. If rejected Sim As dailly decreases by 5, Sim Bs daily increases by 7 and both sims lifetime decrease by 1.

Lower Hands

Available only during Slow Dance and if daily is above 45 and lifetime is above 35. Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Playful
>-20 >55 >35 N/A N/A
>40 >55 21-35 >8 N/A
>40 >55 21-35 <8 >9
>-20 36-55 >35 >9 N/A

If accepted both sims daily increase by 10 and both sims lifetime increase by 2. If rejected both sims daily decrease by 8, Sim As lifetime decreases by 2 and Sim Bs lifetime decreases by 3.

Smooch

Available only during Slow Dance and if daily is above 65 and lifetime is above 45. A crush is also required to initiate this subinteraction. Acceptance is based on these conditions.

Mood Daily Lifetime Outgoing Playful
>-20 >70 >45 N/A N/A
>30 >70 25-45 >8 N/A
>30 >70 25-45 <8 N/A
>-20 56-70 >35 >8 N/A

if accepted Sim As daily increases by 13, Sim Bs daily increases by 11 and both sims lifetime increase by 2. If rejected Sim As daily and lifetime decrease by 11 and 2 respectively, and Sim Bs daily and lifetime decrease by 12 and 3 respectively.

Talk Interactions

About Grilled Cheese

Only available if Sim A has Grilled Cheese aspiration. Only accepted if:

  • Sim B has Grilled Cheese aspiration or
  • Sim Bs Nice rating >5

If accepted Sim As daily and lifetime increase by 5 and 1 respectively and Sim Bs daily and lifetime increase by 4 and 2 respectively. If rejected Sim As daily and lifetime decrease by 10 and 1 respectively and Sim Bs daily and lifetime decrease by 7 and 2 respectively.

Bad Mouth

Only available if Sim A is furious at a third sim. Acceptance is based on these conditions.

Mood Daily Lifetime Nice
N/A >15 >10 >7
>-10 >15 <10 >7

If accepted Sim Bs will lose relationship points with Sim C as well as gain points with Sim A. Each sim gains 5 daily points with each other if accepted. If rejected, Sim As daily decreases by 3 and Sim Bs daily decreases by 6.

Self Interactions

These are available when you click on the sim you’re playing.

Scope Room

Only available after gender preference has been set. See Attraction and Chemistry for details

Primp

Increases hygiene. This interaction is autonomous for Neat and Outgoing sims. If the sim is a vampire, he or she will hiss and lose comfort. This is because vampires don't reflect in mirrors.

Object-based Interactions

The following interactions are socials that require two sims to be using to access these interactions.

Booths

Booth interactions are marked as normal sub-interactions. Most of the following interactions are also available on dining tables and barstools. If they aren't, a note will be made of it.

Cuddle

This romantic social is also available on sofas but not on dining chairs. For it to be available, daily must be above 35 and lifetime must be above 25. It can set crush and love relationships. It will be accepted if Sim Bs daily is above 45 or if the following conditions are met.

  • Daily<45, Lifetime>35, Mood>50, Nice>7

If accepted, Sim As daily will rise by 6, Sim Bs daily will rise by 10 and both sims lifetime will rise by 2. If rejected both sims daily will decrease by 10, Sim As lifetime will decrease by 3 and SIm Bs lifetime will decrease by 2.

Entertain...Toast

In this interaction, it is Sim C(any third sim sitting down) that must accept. For this interaction to be available daily must be above 20 and lifetime must be above 10. Acceptance is based on these rules.

Mood Daily (Sim A) Daily (Sim B) Nice
>0 >20 >20 N/A
<0 >20 >20 >5
>20 -9-20 >20 N/A
<20 -9-20 >20 >7
>60 >40 >30 N/A
<60 >40 >30 >8
>60 >40 -10-30 N/A
<60 >40 -10-30 >8

If accepted Sim As daily will rise by 6 and Sim Cs daily will rise by 10. If rejected Sim C won't join in but there will be no relationship penalty.

Flirt...Caress Hands

This romantic interaction is available if daily is above 55 and lifetime is above 30. Nice sims may do this autonomously. Acceptance is based on these rules

Mood Daily Lifetime Outgoing Nice
>-40 >50 >35 N/A N/A
>30 >50 6-35 >7 N/A
>30 >50 6-35 <7 >7
>-40 26-50 >25 >7 N/A

If accepted than Sim As daily will rise by 9, Sim Bs daily will rise by 10 and both sims lifetime will rise by 1. If rejected, than Sim As daily will decrease by 9, Sim Bs lifetime will decrease by 8 and both sims lifetime will decrease by 2.

Flirt...Feed a Bite

This interaction is available if there is food on the table, daily is above 35 and lifetime is above 25. Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Nice
>-40 >40 >30 N/A N/A
>20 >40 6-30 >7 N/A
>20 >4- 6-30 <7 >7
>-40 6-40 >20 >7 N/A

If accepted than Sim As daily rises by 10, Sim Bs daily rises by 9 and both sims lifetime rise by 1. If rejected, Sim As daily decreases by 8, Sim Bs daily decreases by 6 and both sims lifetime decrease by 1.

Hot Smooch

This booth-exclusive interaction is available if daily is above 60, lifetime is above 45 and Sim A has a crush on Sim B. Acceptance is based on these conditions.

Mood Daily Lifetime Outgoing Playful
>-20 >70 >45 N/A N/A
>30 >70 25-45 >8 N/A
>30 >70 25-45 <8 >9
>-20 56-70 >35 >8 N/A

If accepted, Sim As daily will increase by 13, Sim Bs daily will increases by 11 and both sims lifetime will increase by 2. If rejected than Sim As daily and lifetime decrease by 11 and 2 and Sim Bs daily and lifetime decrease by 12 and 3.

Irritate...Throw Drink

See above under Irritate interactions.

Kiss...Blow Kiss

This romantic interaction is available if daily is above 25 and lifetime is above 15. Accpetance is based on these rules.

Mood Daily Lifetime Outgoing Nice
>-40 >30 >20 N/A N/A
>20 >30 6-20 >7 N/A
<20 >30 6-20 <7 >7
>-40 6-30 >20 >7 N/A

If accepted, both sims daily and lifetime will rise by 8 and 1 respectively. If rejected both sims daily and lifetime will decrease by 6 and 1 respectively.

Love Talk

This interaction is available if daily is above 40 and lifetime is above 25. Acceptance is based on these rules.

Mood Daily Lifetime Outgoing Playful
>-30 >50 >35 N/A N/A
>30 >50 20-35 >8 N/A
>30 >50 20-35 <8 >9
>-30 36-50 >25 >8 N/A

If accepted then Sim As daily increases by 6, Sim Bs daily increases by 8 and both sims lifetime increases by 1. If rejected Sim As daily decreases by 7, Sim Bs daily decreases by 8 and both sims lifetime decreases by 1.

Play...Steal a Bite

For this interaction to be available, there must be food on the table. It is autonomous and not romantic. Acceptance is based on these rules.

Mood Daily Nice
>-10 >55 N/A
>-10 36-55 >6
>-10 1-35 >4

If accepted than Sim As daily increases by 5 and Sim Bs daily increases by 3. If rejected, Sim As daily decreases by 3 and Sim Bs lifetime decreases by 4.

Play...Throw Food

This interaction is available if there is food on the table. Acceptance is based on the same rules on Play...Steal a Bite. If accepted both sims daily and lifetime increase by 8 and 1 respectively. If rejected, both sims daily and lifetime decrease by 6 and 1 respectively. If the other sim is playful then he or she might throw food back.

Propose...Surprise Engagement

This interaction is available if daily is above 75 and lifetime is above 70. It functions exactly like Propose...Engagement. The only difference is that this is done at a dining table. Acceptance is based on these rules.

Mood Lifetime Nice
>0 >75 >75 N/A
>0 N/A 71-75 >9
>0 <75 >75 >7

If accepted, then both sims will become engaged, Sim As daily increases by 6, Sims Bs daily increases by 9 and both sims lifetime increase by 3. If rejected then Sim As daily and lifetime decrease by 15 and 5 respectively and Sim Bs daily and lifetime decrease by 8 and 4 respectively.

Cars

Cars contain many subinteractions. They include:

  • Kiss
  • Make Out
  • WooHoo
  • Try for Baby

They have the same acceptance and relationship conditions as these interactions in The Sims 2.

Dining Chairs/Barstool

All subinteractions are marked by a chair-shaped icon. These socials are profiled above.

Espresso Bars

If you own The Sims 2: University then you will have access to a new interaction

Buy Espresso For

This interaction is available on the espresso bar itself. This will invite the sim you select for coffee. Acceptance is based on these rules.

Mood Daily Outgoing
>-35 >-10 >6
>-35 >10 <6

This interaction has no effect on relationship.

Vampire Coffin

Dare to Peek

You can click on the coffin to dare another sim to peek. Outgoing sims may do this autonomously. Acceptance is based on these rules.

Mood Daily Lifetime Nice
>-20 >30 >20 >7
>70 >70 1-20 >7
>-20 >40 >50 <7
>70 >70 20-50 <7

If accepted than Sim As daily and lifetime will increase by 9 and 1 respectively and Sim Bs daily will increase by 4. If rejected than Sim As daily and lifetime will decrease by 10 and 3 respectively and Sim Bs daily and lifetime decrease by 7 and 2 respectively. If accepted than Sim B will peek in the coffin, the vampire may scare Sim B. The following reaction depends on his or her needs. If they are too low, he or she might die of fright.

Other

The following objects allow two sims to use at once.

  • Stereos: Sim may now do the Dance Smustle interaction with other sims in the room.
  • Karaoke Machine: Sims may sing duets with the machine.
  • Dance Sphere: Sims can watch other sims use the dance sphere.
  • Card Table: Up to four sims can play poker at once.
  • Bowling Alley: Up to four sims can play a full game of bowling.
  • Photo Booth: Two sims can take their photo together. They can also perform the WooHoo/Try for Baby interaction in the photo booth