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*Sim A is a vampire.
*Sim A is a vampire.
The outcome 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
The outcome 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===
===Throw Drink===
[[Image:TS2N ThrowDrink.jpg|thumb|right|Sims can annoy other sims by throwing their drink at them]]
[[Image:TS2N ThrowDrink.jpg|thumb|right|Sims can annoy other sims by throwing their drink at them]]
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*Playful: Poke
*Playful: Poke
{{-}}
{{-}}
{{col|2|begin}}
Outcomes
Outcomes
*Accepted
*Accepted
**Both sims daily rise by 8
**Both sims daily rise by 8
{{col|2}}
*Rejected
*Rejected
**Sim As daily falls by 4
**Sim As daily falls by 4
**Sim Bs daily falls by 3
**Sim Bs daily falls by 3
{{col|2|end}}
===Dance Close===
===Dance Close===
Available only during Slow Dance and if lifetime is above 20. Acceptance is based on these rules.
Available only during Slow Dance and if lifetime is above 20. Acceptance is based on these rules.
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*Sim B has Grilled Cheese aspiration or
*Sim B has Grilled Cheese aspiration or
*Sim Bs Nice rating >5
*Sim Bs Nice rating >5
{{col|2|begin}}
Outcomes
Outcomes
*Accepted
*Accepted
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**Sim Bs daily rises by 4
**Sim Bs daily rises by 4
**Sim Bs lifetime rises by 2
**Sim Bs lifetime rises by 2
{{col|2}}
*Rejected
*Rejected
**Sim As daily falls by 10
**Sim As daily falls by 10
**Sim As lifetime falls by 1
**Sim As lifetime falls by 1
**Sim Bs daily falls by 7
**Sim Bs daily falls by 7
**Sim Bs lifetime falls by 2  
**Sim Bs lifetime falls by 2
{{col|2|end}}
===Bad Mouth===
===Bad Mouth===
Availability
Availability
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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.
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====
====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.
Availability
*Sims are using a dining booth, daily above 35 and lifetime above 25  
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
*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.
{{col|2|begin}}
If rejected both sims daily will decrease by 10, Sim As lifetime will decrease by 3 and SIm Bs lifetime will decrease by 2.
Outcomes
*Accepted
**Crush and/or Love set
**Sim As daily rises by 6
**Sim Bs daily rises by 10
**Both sims lifetime rise by 2
{{col|2}}
*Rejected
**Both sims daily fall by 10
**Sim As lifetime falls by 3
**Sim Bs lifetime falls by 2
{{col|2|end}}
====Entertain...Toast====
====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.
Availability
{|{{prettytable}}
*Daily above 20 and lifetime above 10
In this interaction, it is Sim C(any third sim sitting down) that must accept. Acceptance is based on these rules.
[[Image:TS2N Toast.jpg|thumb|right|Toasting is a social that can fulfull wants]]
{|{{prettytable|float=left}}
!Mood!!Daily (Sim A)!!Daily (Sim B)!!Nice
!Mood!!Daily (Sim A)!!Daily (Sim B)!!Nice
|-
|-
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|<60||>40||-10-30||>8
|<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.
Outcomes
*Accepted
**Sim As daily rises by 6
**Sim Bs daily rises by 10
*Rejected
**No penalty  
{{-}}
====Flirt...Caress Hands====
====Flirt...Caress Hands====
This romantic interaction is available if daily is above 55 and lifetime is above 30. Nice sims may do this autonomously.
Availability
Acceptance is based on these rules
*Daily above 55 and lifetime above 30
{|{{prettytable}}
Nice sims may do this autonomously. Acceptance is based on these rules
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|-
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|>-40||26-50||>25||>7||N/A
|>-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.
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Love and/or crush set
**Sim As daily rises by 9
**Sim Bs daily rises by 10
**Both sims lifetime rise by 1
{{col|2}}
*Rejected
**Sim As daily falls by 9
**Sim Bs daily falls by 8
**Both sims lifetime fall by 2
{{col|2|end}}
====Flirt...Feed a Bite====
====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.
Availability
{|{{prettytable}}
*Food on the table, daily above 35 and lifetime above 25
Acceptance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|-
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|>-40||6-40||>20||>7||N/A
|>-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.
Outcomes
*Accepted
**Love and/or crush set
**Sim As daily rises by 10
**Sim Bs daily rises by 9
**Both sims lifetime rise by 1
*Rejected
**Sim As daily falls by 8
**Sim Bs daily falls by 6
**Both sims lifetime dcrease by 1
====Hot Smooch====
====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.  
Availability
*Sims are using booth, daily above 60, lifetime above 45 and crush set.  
Acceptance is based on these conditions.
Acceptance is based on these conditions.
{|{{prettytable}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
|-
|-
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|>-20||56-70||>35||>8||N/A
|>-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.
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Love and/or crush set
**Sim As daily rises by 13
**Sim Bs daily rises by 11
**Both sims lifetime rise by 2
{{col|2}}
*Rejected
**Sim As daily falls by 11
**Sim As lifetime falls by 2
**Sim Bs daily falls by 12
**Sim Bs lifetime falls by 3
{{col|2|end}}
====Irritate...Throw Drink====
====Irritate...Throw Drink====
See above under Irritate interactions.
See above under Irritate interactions.
====Kiss...Blow Kiss====
====Kiss...Blow Kiss====
This romantic interaction is available if daily is above 25 and lifetime is above 15. Accpetance is based on these rules.
Availability
{|{{prettytable}}
*Daily above 25 and lifetime above 15
Accpetance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
|-
|-
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|>-40||6-30||>20||>7||N/A
|>-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.
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Both sims daily rise by 8
**Both sims lifetime rise by 1
{{col|2}}
*Rejected
**Both sims daily fall by 6
**Both sims lifetime fall by 1
{{col|2|end}}
====Love Talk====
====Love Talk====
This interaction is available if daily is above 40 and lifetime is above 25. Acceptance is based on these rules.
Availability
{|{{prettytable}}
*Daily above 40 and lifetime above 25
Acceptance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
|-
|-
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|>-30||36-50||>25||>8||N/A
|>-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.
{{-}}
{{col|2|begin}}
Outcomes
*Accepted
**Sim As daily rises by 6
**Sim Bs daily rises by 8
**Both sims lifetime rise by 1
{{col|2}}
*Rejected
**Sim As daily falls by 7
**Sim Bs daily falls by 8
**Both sims lifetime fall by 1
{{col|2|end}}
====Play...Steal a Bite====
====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.
Availability
{|{{prettytable}}
*Food on the table
Acceptance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Nice
!Mood!!Daily!!Nice
|-
|-
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|>-10||1-35||>4
|>-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.
Outcomes
*Accepted
**Sim As daily increases by 5
**Sim Bs daily increases by 3
*Rejected
**Sim As daily falls by 3
**Sim Bs daily falls by 4
====Play...Throw Food====
====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.
[[Image:TS2N ThrowFood.jpg|thumb|right|Some sims get very playful on the dining table, even in public]]
{{col|3|begin}}
Availability
*Food on the table
Acceptance is based on the same rules on ''Play...Steal a Bite''. If the other sim is playful then he or she might throw food back.
{{col|3}}
Outcomes
*Accepted
**Both sims daily rise by 8
**Bith sims lifetime rise by 1
{{col|3}}
*Rejected
**Both sims daily fall by 6
**Both sims lifetime fall by 1
{{col|3|end}}
====Propose...Surprise Engagement====
====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.
Availability
{|{{prettytable}}
*Daily above 75 and lifetime above 70
This interaction functions exactly like ''Propose...Engagement''. The only difference is that this is done at a dining table. Acceptance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Nice
!Mood!!Daily!!Lifetime!!Nice
|-
|-
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|>0||<75||>75||>7
|>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===
{{col|2|begin}}
Cars contain many subinteractions. They include:
Outcomes
*Kiss
*Accepted
*Make Out
**Both sims become engaged
*WooHoo
**Sim As daily rises by 6
*Try for Baby
**Sim Bs daily rises by 9
They have the same acceptance and relationship conditions as these interactions in The Sims 2.
**Both sims lifetime rise by 3
{{col|2}}
*Rejected
**Sim As daily rises by 15
**Sim As lifetime rises by 5
**Sim Bs daily rises by 8
**Sim Bs lifetime rises by 4
{{col|2|end}}
===Dining Chairs/Barstool===
===Dining Chairs/Barstool===
All subinteractions are marked by a chair-shaped icon. These socials are profiled above.
All subinteractions are marked by a chair-shaped icon. These socials are profiled above.
===Espresso Bars===
===Espresso Bars===
If you own The Sims 2: University then you will have access to a new interaction
If you own [[The Sims 2: University]] then you will have access to a new interaction
====Buy Espresso For====
====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.
This interaction is available on the espresso bar itself. This will invite the sim you select for coffee. Acceptance is based on these rules.
{|{{prettytable}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Outgoing
!Mood!!Daily!!Outgoing
|-
|-
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|}
|}
This interaction has no effect on relationship.
This interaction has no effect on relationship.
{{-}}
===Vampire Coffin===
===Vampire Coffin===
====Dare to Peek====
====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.
Availability
{|{{prettytable}}
*Coffin on the lot
Outgoing sims may do this autonomously. Acceptance is based on these rules.
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Nice
!Mood!!Daily!!Lifetime!!Nice
|-
|-
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|>70||>70||20-50||<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.
{{-}}
{{col|3|begin}}
Outcomes
*Accepted
**Sim B performs peek interaction on the coffin.
***If Sim B is creeped out, then Sim A gets fun.
***If Sim B is frightened, he or she may get bladder faliure and Sim A gets more fun
***If Sim B is scared to death then Sim A gets no fun
{{col|3}}
**Sim As daily rises by 9
**Sim As lifetime rises by 1
**Sim Bs daily rises by 4.
{{col|3}}
*Rejected
**Sim As daily falls by 10
**Sim As lifetime falls by 3
**Sim Bs daily falls by 7
**Sim Bs lifetime falls by 2  
{{col|3|end}}
===Other===
===Other===
The following objects allow two sims to use at once.
The following objects allow two sims to use at once.
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*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. They can also perform the WooHoo/Try for Baby interaction in the photo booth
*Photo Booth: Two sims can take their photo together. They can also perform the WooHoo/Try for Baby interaction in the photo booth
*Cars:Cars contain many subinteractions. They include: Kiss, Make Out and WooHoo/Try for Baby. They have the same acceptance and relationship conditions as these interactions in The Sims 2.

Revision as of 02:58, 2 February 2008

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

Ask About Interests Social

Availablity

  • Daily above -10 and lifetime above 0

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.

Outcomes

  • Both sims daily rise by 1

Do You Want a Ride Home?

Availability

  • Sims on community lot during date.

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?

Availability

  • On Dates and on community lots.

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

Outcomes

  • Accepted
    • Sim As daily rises by 14
    • Sim As lifetime rises by 2
    • Sim Bs daily rises by 10
    • Sim Bs lifetime rises by 1
  • Rejected
  • Both sims daily fall by 10
    • Sim As lifetime falls by 1
    • Sim Bs lifetime falls by 2

Do You Like What You See?

Sims display what they think of your sim

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

How Much Money Do You Have?

Availability

  • Daily above 25 and lifetime above 15

Acceptance 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
This sim has low income

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.

Outcomes

  • Accepted
    • Sim As daily rises by 13
    • Sim Bs daily rises by 6
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 7
    • Sim Bs daily falls by 10
    • Both sims lifetime fall by 1

On Date

Availability

  • Daily and Lifetime above 0

This interaction is romantic. Acceptance is based on 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

Outcomes

  • Accepted
    • Date begins.
    • Sim As daily rises by 6
    • Sim Bs daily rises by 4
  • Rejected
    • Both sims daily fall by 5

To Form/Join Casual Group

Availablity

  • Daily and lifetime above 0

Acceptance is based on these rules.

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

Outcomes

  • Accepted
    • Outing begins.
    • Sim As daily increases by 1
    • Sim As lifetime increases by 1
    • Sim Bs daily increases by 4
    • Sim Bs lifetime increases by 2
  • Rejected
    • Sim As daily decreases by 10
    • Sim As lifetime decreases by 1
    • Sim Bs daily decreases by 7
    • Sim Bs lifetime decreases by 2

What Are Your Skills?

Availability

  • Daily above -20 and lifetime above -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
File:TS2N AskSkills.JPG
No speech bubble, just some text in the upper right corner

Outcomes

  • Accepted
    • Both sims daily increase by 1
  • Rejected
    • Both sims daily decrease by 1

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

What Do You Fear/Want?

Availability

  • Daily above 15 and lifetime above 5.

Actually two separate interactions, however they availability, acceptance mechanics and relationship points are the same. 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
Sims can reveal their deepest fears...
or their highest wants

Outcomes

  • Accepted
    • Sim B flashes icon of want or fear
    • Sim As daily rises by 9
    • Sim Bs daily rises by 13
  • Rejected
    • Both sims daily fall by 4

What Turns You Off/On?

Availability

  • Daily above 5 and lifetime above 0.

Actually two separate interactions, however they availability, acceptance mechanics and relationship points are the same.

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
Sims can have some weird turn ons
As well as some strange turn offs

Outcomes

  • Accepted
    • Turn On or Off icon displayed
    • Both sims daily rise by 4
  • Rejected
    • Sim As daily falls by 2
    • Sim Bs daily falls by 1

What's Your Job?

Availablity

  • Daily is above 7 and lifetime above 0.

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
Some sims are unemployed

Outcomes

  • Accepted
    • Job icon and title displayed
    • Both sims daily rise by 5
  • Rejected
    • Both sims daily fall 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
Sims can have one of the twelve zodiac signs

Outcomes

  • Acceped
    • Zodiac Sign displayed
    • Both sims daily rise by 1
  • Rejected
    • Both sims daily fall by 1

Buy Off

Availability

  • Sim Bs is a romantic rival.

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

Turn other sims into vampires with this interaction

Availability

  • Sim As is a vampire, daily above 40 and lifetime above 30.

This interaction is autonomous and turns sims into vampires 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.

Outcomes

  • Accepted
    • Sim B turns into vampire
    • Sim As daily rises by 6
    • Sim Bs daily rises by 13
    • Both sims lifetime rise by 2
  • Rejected
    • Both sims daily fall by 4
    • Both sims lifetime fall by 2

Flirt Interactions

Check Sim Out

Sims can tell you what they think of other sims

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

Availability

  • Daily above 30 and lifetime above 15

Playful sims are more likely to do this autonomously 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
A new kiss subinteraction

Outcomes

  • Accepted
    • Sets love and/or crush
    • Both sims daily increase by 9
    • Both sims lifetime increase by 1
  • Rejected
    • Both sims daily fall by 6
    • Both sims lifetime fall by 1

Irritate Interactions

Bleh!!!

Vampires can freak normal sims out

Availability

  • Sim A is a vampire.

The outcome 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

Sims can annoy other sims by throwing their drink at them

Availability

  • Daily under 15 and lifetime under 10

This interaction only has one outcome.

Outcome

  • Sim As daily falls by 7
  • Sim As lifetime falls by 3.
  • Sim Bs daily falls by 13
  • Sim Bs lifetime falls 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

Availability

  • Daily above 30 and lifetime above 15

Acceptance is based on these rules.

Slow dances are a new romantic social
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

Outcomes

  • Accepted
    • Both sims daily rise by 8
  • Rejected
    • Sim As daily falls by 4
    • Sim Bs daily falls 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

Outcomes

  • Accepted
    • Sets love and/or crush
    • Both sms daily rise by 8
  • Rejected
    • Sim As daily falls by 4
    • Sim Bs daily falls by 1

Head On Shoulder

Availability

  • Sims are engaged in slow dance and lifetime above 20

Acceptance is based on these rules.

Put your head on my shoulders
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

Outcomes

  • Accepted
    • Sets love and or crush
    • Sim As daily rises by 5
    • Sim Bs daily rises by 6
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 5
    • Sim Bs daily falls by 7
    • Both sims lifetime fall by 1

Lower Hands

Availability

  • Sims are slow dancing, daily above 45 and lifetime above 35

Acceptance is based on these rules.

Go that one step further
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

Outcomes

  • Accepted
    • Crush and/or love set
    • Both sims daily rise by 10
    • Both sims lifetime rise by 2
  • Rejected
    • Both sims daily fall by 8
    • Sim As lifetime falls by 2
    • Sim Bs lifetime falls by 3

Smooch

Availability

  • Sims are slow dancing, daily above 65, lifetime above 45 and crush established

Acceptance is based on these conditions.

Now we're really getting romantic
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

Outcomes

  • Accepted
    • Love set
    • Sim As daily increases by 13
    • Sim Bs daily increases by 11
    • Both sims lifetime increase by 2
  • Rejected
    • Sim As daily falls by 11
    • Sim As lifetime falls by 2
    • Sim Bs daily falls by 12
    • Sim Bs lifetime falls by 3

Talk Interactions

About Grilled Cheese

Some sims can be so obsessed with grilled cheese sandwhiches

Availability

Only accepted if:

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

Outcomes

  • Accepted
    • Sim As daily rises by 5
    • Sim As lifetime rises by 1
    • Sim Bs daily rises by 4
    • Sim Bs lifetime rises by 2
  • Rejected
    • Sim As daily falls by 10
    • Sim As lifetime falls by 1
    • Sim Bs daily falls by 7
    • Sim Bs lifetime falls by 2

Bad Mouth

Availability

  • Sim A is furious at a third-party sim

Acceptance is based on these conditions.

Sims remember some events grudgingly
Mood Daily Lifetime Nice
N/A >15 >10 >7
>-10 >15 <10 >7

Outcomes

  • Accepted
    • Sim B loses points with Sim C
    • Both sims daily rise by 5
  • Rejected
    • Sim As daily falls by 3
    • Sim Bs daily falls by 6

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

Availability

  • Sims are using a dining booth, daily above 35 and lifetime above 25

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

Outcomes

  • Accepted
    • Crush and/or Love set
    • 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

Entertain...Toast

Availability

  • Daily above 20 and lifetime above 10

In this interaction, it is Sim C(any third sim sitting down) that must accept. Acceptance is based on these rules.

Toasting is a social that can fulfull wants
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

Outcomes

  • Accepted
    • Sim As daily rises by 6
    • Sim Bs daily rises by 10
  • Rejected
    • No penalty

Flirt...Caress Hands

Availability

  • Daily above 55 and lifetime 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

Outcomes

  • Accepted
    • Love and/or crush set
    • Sim As daily rises by 9
    • Sim Bs daily rises by 10
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 9
    • Sim Bs daily falls by 8
    • Both sims lifetime fall by 2

Flirt...Feed a Bite

Availability

  • Food on the table, daily above 35 and lifetime 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

Outcomes

  • Accepted
    • Love and/or crush set
    • Sim As daily rises by 10
    • Sim Bs daily rises by 9
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 8
    • Sim Bs daily falls by 6
    • Both sims lifetime dcrease by 1

Hot Smooch

Availability

  • Sims are using booth, daily above 60, lifetime above 45 and crush set.

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

Outcomes

  • Accepted
    • Love and/or crush set
    • Sim As daily rises by 13
    • Sim Bs daily rises by 11
    • Both sims lifetime rise by 2
  • Rejected
    • Sim As daily falls by 11
    • Sim As lifetime falls by 2
    • Sim Bs daily falls by 12
    • Sim Bs lifetime falls by 3

Irritate...Throw Drink

See above under Irritate interactions.

Kiss...Blow Kiss

Availability

  • Daily above 25 and lifetime 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

Outcomes

  • Accepted
    • Both sims daily rise by 8
    • Both sims lifetime rise by 1
  • Rejected
    • Both sims daily fall by 6
    • Both sims lifetime fall by 1

Love Talk

Availability

  • Daily above 40 and lifetime 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

Outcomes

  • Accepted
    • Sim As daily rises by 6
    • Sim Bs daily rises by 8
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 7
    • Sim Bs daily falls by 8
    • Both sims lifetime fall by 1

Play...Steal a Bite

Availability

  • Food on the table

Acceptance is based on these rules.

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

Outcomes

  • Accepted
    • Sim As daily increases by 5
    • Sim Bs daily increases by 3
  • Rejected
    • Sim As daily falls by 3
    • Sim Bs daily falls by 4

Play...Throw Food

Some sims get very playful on the dining table, even in public

Availability

  • Food on the table

Acceptance is based on the same rules on Play...Steal a Bite. If the other sim is playful then he or she might throw food back.

Outcomes

  • Accepted
    • Both sims daily rise by 8
    • Bith sims lifetime rise by 1
  • Rejected
    • Both sims daily fall by 6
    • Both sims lifetime fall by 1

Propose...Surprise Engagement

Availability

  • Daily above 75 and lifetime above 70

This interaction functions exactly like Propose...Engagement. The only difference is that this is done at a dining table. Acceptance is based on these rules.

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

Outcomes

  • Accepted
    • Both sims become engaged
    • Sim As daily rises by 6
    • Sim Bs daily rises by 9
    • Both sims lifetime rise by 3
  • Rejected
    • Sim As daily rises by 15
    • Sim As lifetime rises by 5
    • Sim Bs daily rises by 8
    • Sim Bs lifetime rises by 4

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

Availability

  • Coffin on the lot

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

Outcomes

  • Accepted
    • Sim B performs peek interaction on the coffin.
      • If Sim B is creeped out, then Sim A gets fun.
      • If Sim B is frightened, he or she may get bladder faliure and Sim A gets more fun
      • If Sim B is scared to death then Sim A gets no fun
    • Sim As daily rises by 9
    • Sim As lifetime rises by 1
    • Sim Bs daily rises by 4.
  • Rejected
    • Sim As daily falls by 10
    • Sim As lifetime falls by 3
    • Sim Bs daily falls by 7
    • Sim Bs lifetime falls by 2

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
  • Cars:Cars contain many subinteractions. They include: Kiss, Make Out and WooHoo/Try for Baby. They have the same acceptance and relationship conditions as these interactions in The Sims 2.