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< The Sims 2: Nightlife
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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

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!!!

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

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

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.

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 Daily 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