From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(Adding images)
mNo edit summary
Line 6: Line 6:
==Ask Interactions==
==Ask Interactions==
===About Interests===
===About Interests===
[[Image:TS2N AskInterest.jpg|thumb|right|Ask About Interests Social]]
[[File:TS2N AskInterest.jpg|thumb|right|Ask About Interests Social]]
Availablity
Availablity
*Daily above -10 and lifetime above 0
*Daily above -10 and lifetime above 0
Line 47: Line 47:
{{col|3|end}}
{{col|3|end}}
===Do You Like What You See?===
===Do You Like What You See?===
[[Image:TS2N AskLike.jpg|thumb|right|Sims display what they think of your sim]]
[[File:TS2N AskLike.jpg|thumb|right|Sims display what they think of your sim]]
This social reveals Sim Bs attraction for Sim A. For details on reaction see [[The Sims 2: Nightlife/Attraction and Chemistry|Attraction and Chemistry]]
This social reveals Sim Bs attraction for Sim A. For details on reaction see [[The Sims 2: Nightlife/Attraction and Chemistry|Attraction and Chemistry]]
{{-}}
{{-}}
Line 67: Line 67:
|>40||31-45||>25||<7||>6
|>40||31-45||>25||<7||>6
|}
|}
[[Image:TS2N AskMoney.jpg|thumb|right|This sim has low income]]
[[File:TS2N AskMoney.jpg|thumb|right|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.
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.
{{-}}
{{-}}
Line 143: Line 143:
|>-20||-5-5||>-2||>7||N/A
|>-20||-5-5||>-2||>7||N/A
|}
|}
[[Image:TS2N AskSkills.JPG|thumb|right|No speech bubble, just some text in the upper right corner]]
[[File:TS2N AskSkills.JPG|thumb|right|No speech bubble, just some text in the upper right corner]]
Outcomes
Outcomes
*Accepted
*Accepted
Line 171: Line 171:
|>-20||5-20||>0||>7||N/A
|>-20||5-20||>0||>7||N/A
|}
|}
[[Image:TS2N AskFears.jpg|thumb|right|Sims can reveal their deepest fears...]]
[[File:TS2N AskFears.jpg|thumb|right|Sims can reveal their deepest fears...]]
{{-}}
{{-}}
[[Image:TS2N AskWant.jpg|thumb|right|or their highest wants]]
[[File:TS2N AskWant.jpg|thumb|right|or their highest wants]]
Outcomes
Outcomes
{{col|2|begin}}
{{col|2|begin}}
Line 199: Line 199:
|>-20||26-30||>12||>7
|>-20||26-30||>12||>7
|}
|}
[[Image:TS2N AskTurnOn.jpg|thumb|right|Sims can have some weird turn ons]]
[[File:TS2N AskTurnOn.jpg|thumb|right|Sims can have some weird turn ons]]
{{-}}
{{-}}
[[Image:TS2N AskTurnOff.jpg|thumb|right|As well as some strange turn offs]]
[[File:TS2N AskTurnOff.jpg|thumb|right|As well as some strange turn offs]]
Outcomes
Outcomes
{{col|2|begin}}
{{col|2|begin}}
Line 227: Line 227:
|>-20||11-13||>0||>7||N/A
|>-20||11-13||>0||>7||N/A
|}
|}
[[Image:TS2N AskJob.jpg|thumb|right|Some sims are unemployed]]
[[File:TS2N AskJob.jpg|thumb|right|Some sims are unemployed]]
{{-}}
{{-}}
Outcomes
Outcomes
Line 249: Line 249:
|>0||<-20||<6||>6
|>0||<-20||<6||>6
|}
|}
[[Image:TS2N AskZodiac.jpg|thumb|right|Sims can have one of the twelve zodiac signs]]
[[File:TS2N AskZodiac.jpg|thumb|right|Sims can have one of the twelve zodiac signs]]
Outcomes
Outcomes
{{col|2|begin}}
{{col|2|begin}}
Line 264: Line 264:
It is always accepted. For more details see [[The Sims 2: Nightlife/New Relationship Types|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.
It is always accepted. For more details see [[The Sims 2: Nightlife/New Relationship Types|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==
==Bite Neck==
[[Image:TS2_Bite_Neck.jpg|thumb|right|Turn other sims into vampires with this interaction]]
[[File:TS2_Bite_Neck.jpg|thumb|right|Turn other sims into vampires with this interaction]]
Availability
Availability
*Sim As is a vampire, daily above 40 and lifetime above 30.
*Sim As is a vampire, daily above 40 and lifetime above 30.
Line 296: Line 296:
==Flirt Interactions==
==Flirt Interactions==
===Check Sim Out===
===Check Sim Out===
[[Image:TS2N CheckSim.jpg|thumb|right|Sims can tell you what they think of other sims]]
[[File:TS2N CheckSim.jpg|thumb|right|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 [[The Sims 2: Nightlife/Attraction and Chemistry|Attraction and Chemistry]]
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 [[The Sims 2: Nightlife/Attraction and Chemistry|Attraction and Chemistry]]
{{-}}
{{-}}
Line 316: Line 316:
|>-40||7-35||>5||>7||N/A
|>-40||7-35||>5||>7||N/A
|}
|}
[[Image:TS2N KissHand.jpg|thumb|right|A new kiss subinteraction]]
[[File:TS2N KissHand.jpg|thumb|right|A new kiss subinteraction]]
{{-}}
{{-}}
Outcomes
Outcomes
Line 331: Line 331:
==Irritate Interactions==
==Irritate Interactions==
===Bleh!!!===
===Bleh!!!===
[[Image:TS2N Bleh.jpg|thumb|right|Vampires can freak normal sims out]]
[[File:TS2N Bleh.jpg|thumb|right|Vampires can freak normal sims out]]
Availability
Availability
*Sim A is a vampire.
*Sim A is a vampire.
Line 337: Line 337:
{{-}}
{{-}}
===Throw Drink===
===Throw Drink===
[[Image:TS2N ThrowDrink.jpg|thumb|right|Sims can annoy other sims by throwing their drink at them]]
[[File:TS2N ThrowDrink.jpg|thumb|right|Sims can annoy other sims by throwing their drink at them]]
Availability
Availability
*Daily under 15 and lifetime under 10
*Daily under 15 and lifetime under 10
Line 353: Line 353:
*Daily above 30 and lifetime above 15
*Daily above 30 and lifetime above 15
Acceptance is based on these rules.
Acceptance is based on these rules.
[[Image:TS2N SlowDance.jpg|thumb|right|Slow dances are a new romantic social]]
[[File:TS2N SlowDance.jpg|thumb|right|Slow dances are a new romantic social]]
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
Line 405: Line 405:
*Sims are engaged in slow dance and lifetime above 20
*Sims are engaged in slow dance and lifetime above 20
Acceptance is based on these rules.
Acceptance is based on these rules.
[[Image:TS2N SlowDance2.jpg|thumb|right|Put your head on my shoulders]]
[[File:TS2N SlowDance2.jpg|thumb|right|Put your head on my shoulders]]
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
Line 432: Line 432:
*Sims are slow dancing, daily above 45 and lifetime above 35
*Sims are slow dancing, daily above 45 and lifetime above 35
Acceptance is based on these rules.
Acceptance is based on these rules.
[[Image:TS2N SlowDance3.jpg|thumb|right|Go that one step further]]
[[File:TS2N SlowDance3.jpg|thumb|right|Go that one step further]]
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
Line 458: Line 458:
*Sims are slow dancing, daily above 65, lifetime above 45 and crush established
*Sims are slow dancing, daily above 65, lifetime above 45 and crush established
Acceptance is based on these conditions.
Acceptance is based on these conditions.
[[Image:TS2N SlowDance4.jpg|thumb|right|Now we're really getting romantic]]
[[File:TS2N SlowDance4.jpg|thumb|right|Now we're really getting romantic]]
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
Line 484: Line 484:
==Talk Interactions==
==Talk Interactions==
===About Grilled Cheese===
===About Grilled Cheese===
[[Image:TS2N TalkGrilledCheese.jpg|thumb|right|Some sims can be so obsessed with grilled cheese sandwhiches]]
[[File:TS2N TalkGrilledCheese.jpg|thumb|right|Some sims can be so obsessed with grilled cheese sandwhiches]]
{{col|3|begin}}
{{col|3|begin}}
Availability
Availability
Line 509: Line 509:
*Sim A is furious at a third-party sim
*Sim A is furious at a third-party sim
Acceptance is based on these conditions.
Acceptance is based on these conditions.
[[Image:TS2N BadMouth.jpg|thumb|right|Sims remember some events grudgingly]]
[[File:TS2N BadMouth.jpg|thumb|right|Sims remember some events grudgingly]]
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Nice
!Mood!!Daily!!Lifetime!!Nice
Line 550: Line 550:
*Daily above 20 and lifetime above 10
*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.
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]]
[[File:TS2N Toast.jpg|thumb|right|Toasting is a social that can fulfull wants]]
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
!Mood!!Daily (Sim A)!!Daily (Sim B)!!Nice
!Mood!!Daily (Sim A)!!Daily (Sim B)!!Nice
Line 581: Line 581:
*Daily above 55 and lifetime above 30
*Daily above 55 and lifetime above 30
Nice sims may do this autonomously. Acceptance is based on these rules
Nice sims may do this autonomously. Acceptance is based on these rules
[[Image:TS2N DiningFlirt.jpg|thumb|right|The night can get very romantic]]
[[File:TS2N DiningFlirt.jpg|thumb|right|The night can get very romantic]]
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
Line 611: Line 611:
*Food on the table, daily above 35 and lifetime above 25
*Food on the table, daily above 35 and lifetime above 25
Acceptance is based on these rules.
Acceptance is based on these rules.
[[Image:TS2N FeedBite.jpg|thumb|right|A new food-based interaction in the game]]
[[File:TS2N FeedBite.jpg|thumb|right|A new food-based interaction in the game]]
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
Line 640: Line 640:
Availability
Availability
*Sims are using booth, daily above 60, lifetime above 45 and crush set.
*Sims are using booth, daily above 60, lifetime above 45 and crush set.
[[Image:TS2N HotSmooch.jpg|thumb|right|A form a kissing, unique to dining booths]]  
[[File:TS2N HotSmooch.jpg|thumb|right|A form a kissing, unique to dining booths]]  
Acceptance is based on these conditions.
Acceptance is based on these conditions.
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
Line 674: Line 674:
*Daily above 25 and lifetime above 15
*Daily above 25 and lifetime above 15
Accpetance is based on these rules.
Accpetance is based on these rules.
[[Image:TS2N DiningKiss.jpg|thumb|right|Sims can blow kisses to one-another]]
[[File:TS2N DiningKiss.jpg|thumb|right|Sims can blow kisses to one-another]]
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
!Mood!!Daily!!Lifetime!!Outgoing!!Nice
Line 701: Line 701:
*Daily above 40 and lifetime above 25
*Daily above 40 and lifetime above 25
Acceptance is based on these rules.
Acceptance is based on these rules.
[[Image:TS2N LoveTalk.jpg|thumb|right|Ignore the icon above the sims. It's the result of a previous interaction]]
[[File:TS2N LoveTalk.jpg|thumb|right|Ignore the icon above the sims. It's the result of a previous interaction]]
{|{{prettytable|float=left}}
{|{{prettytable|float=left}}
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
!Mood!!Daily!!Lifetime!!Outgoing!!Playful
Line 727: Line 727:
{{col|2|end}}
{{col|2|end}}
====Play...Steal a Bite====
====Play...Steal a Bite====
[[Image:TS2N StealBite.jpg|thumb|right|Another food based social]]
[[File:TS2N StealBite.jpg|thumb|right|Another food based social]]
Availability  
Availability  
*Food on the table
*Food on the table
Line 748: Line 748:
**Sim Bs daily falls by 4
**Sim Bs daily falls by 4
====Play...Throw Food====
====Play...Throw Food====
[[Image:TS2N ThrowFood.jpg|thumb|right|Some sims get very playful on the dining table, even in public]]
[[File:TS2N ThrowFood.jpg|thumb|right|Some sims get very playful on the dining table, even in public]]
{{col|3|begin}}
{{col|3|begin}}
Availability  
Availability  
Line 766: Line 766:
Availability
Availability
*Daily above 75 and lifetime above 70
*Daily above 75 and lifetime above 70
[[Image:TS2N DiningEngagement.jpg|thumb|right|Sims can now propose on the dining table]]
[[File:TS2N DiningEngagement.jpg|thumb|right|Sims can now propose on the dining table]]
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.
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}}
{|{{prettytable|float=left}}
Line 797: Line 797:
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====
[[Image:TS2N BuyCoffee.jpg|thumb|right|It all starts with the question "Do You Want Coffee?"]]
[[File:TS2N BuyCoffee.jpg|thumb|right|It all starts with the question "Do You Want Coffee?"]]
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|float=left}}
{|{{prettytable|float=left}}
Line 844: Line 844:
{{col|3|end}}
{{col|3|end}}
===Other===
===Other===
[[Image:TS2N DanceSmustle.jpg|thumb|right|Sims can smustle with each other]]‎  
[[File:TS2N DanceSmustle.jpg|thumb|right|Sims can smustle with each other]]‎  
The following objects allow two sims to use at once.
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.
*Stereos: Sim may now do the ''Dance Smustle'' interaction with other sims in the room.

Revision as of 20:36, 28 September 2021

cleanup
cleanup

This article could use a cleanup in order to be more legible and/or presentable. Please help improve this article in any way possible. Remember to follow our editing guidelines when improving existing articles. If you can improve this page, please edit it, or help by discussing possible changes on the talk page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?
Cleanup required: things don't seem to line up properly

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

The night can get very romantic
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.

A new food-based interaction in the game
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.
A form a kissing, unique to dining booths

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.

Sims can blow kisses to one-another
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.

Ignore the icon above the sims. It's the result of a previous interaction
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

Another food based social

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
Sims can now propose on the dining table

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

It all starts with the question "Do You Want Coffee?"

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

Sims can smustle with each 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.