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The Sims 3 - Sims - Moodlets - game guide, walkthrough, secrets, game tips & strategies

The Sims 3 Game Guide
Sims - Moodlets
by Maciej „Psycho Mantis” Stepnikowski,
Translated by: Agnieszka „Pyretta Blaze” Szukuc
(guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
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Sims - Moodlets  (21/44)

 

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Green stripe represents Sim’s mood. The better mood the better, he or she learns new skills faster (or acquires their higher levels) and he or she performs job better (so there are better chances for promotion). Its satisfaction depends on the things that Sim experiences. Icons represent the influence and below there is time of this influence left. Positive mood can be caused ex. from good fun, being in a well decorated house or a bath [157]. If the time doesn’t appear under the icon, it means it is caused by present situation, ex. Sim is dirty (the mood will disappear when he or she takes a bath), sits in a comfortable armchair or lies in a comfortable bed (moodlet will disappear when he or she gets up).

Moodlets can be positive (green), negative (red) or neutral (blue). The last ones inform about some facts ex. Sim is too tired to do more exercises [158], or that Sim has to go to toilet soon (if you neglect it negative moodlet meaning you need to go to toilet will appear).

 

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Of course the time the moodlet lasts depends on its importance ex. Sim woken up by a crying baby will have a bad mood only for an hour but the one who got married will be happy for two days [159].

The influence of moodlet differ not only in their length but also in their strength of influence. It is presented when the arrow is on the moodlet [160].

 

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Moonlets mainly depend on Sim’s personality – traits he or she possesses. Sim Lucky may wake up in the morning with a positive moodlet of luck which will make him or her feel better during the day. Lonely Sim is happy when he or she is alone – after a moment positive moodlet of loneliness appear [161]. However, when you choose a place with bigger number of people, ex. office building or library Sim will feel discomfort (negative moodlet being in a crowd [162]).

Buying new things, fulfilling everyday needs and dreams of Sims – it all influences their mood and there are hundreds of moodlets.

 

 

Sims - Moodlets  (21/44)
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Introduction
Environment
Environment
Creating Sim
Basics
Hair
Face
Clothing
Personality
Final remarks
Sim’s House
Playing with the family living in the city
Move in household
Buying plot with a house
Buying an empty plot – building a house - part 1
Buying an empty plot – building a house - part 2
Rebuilding the house
Furnishing the house
Summary
Sims
Moving around
Personality
Age
Needs
Wishes and life aim
Lifetime Happiness
Skills - part 1
Skills - part 2
The Game
City
Relation between Sims
Child
Phone
Activities in the city
Other activities and events
Work
Career
- Culinary
- Journalism
- Business
- Political
- Criminal
- Medical
- Military
- Science
- Professional Sports
- Law enforcement
- Music
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