Nothing Is Free Challenge

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Hollywood3015
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Nothing Is Free Challenge

Post by Hollywood3015 »

This challenge was not made by me just something I found on MTS.

It is a fresh take on a bacc , but instead of trying to modify the rules for the sims 3 it is amazing in its own right.


The "Nothing Is Free" Challenge
Overview:

I originally got the idea for this challenge because I was a big fan of the Build A City challenge from the Sims 2. I saw that challenge had been updated for the Sims 3, but I think that the different gameplay found in the Sims 3 really doesn't mesh well with it. So this is more "inspired by" than anything, as I may have started with that but I simplified the rules and took it a different direction.

To Begin:
1. You need a completely empty world. Lots can be laid out if you want, but none of them may be built upon at all and any community lots must be set to "No Visitors Allowed". How you obtain such a world, whether you empty out one of the premade ones or whether you have a custom one does not matter. I only draw the line at worlds that have a bajillion spawners for rare stuff all over the place - let's keep it reasonable, okay? But it cannot have a single rabbithole, park, or anything like that - it must be empty. There also may not be any Sims living in this world.

2. You may make 1 CAS Sim in this world, and 1 only. You are never allowed to make any other CAS Sims. Gender, exact age, etc. are all up to you. Pets may not be created with them.

3. Move this Sim into an empty lot in your empty world, and that starts your challenge.

How to Play:
You'll notice right off the bat that your Sim can't have a standard career. With no rabbitholes, your Sim can't get a rabbithole job - there isn't even a school for your kids! And you can't even register as self-employed and get a stipend without a City Hall. And while it's possible to actually get yourself employed in a couple of the professions in this state, there are certain requirements (see below) and most of them are pretty much impossible when you're the only Sim in town anyway. You'll have to find some other means of making money. (My Sim started a garden and her husband became an artist.)

You're also going to have a hard time finding mates for your first few generations. I suggest hanging out by the mailbox, ordering pizza, or hiring a maid and hope someone of the appropriate gender shows up. (My Sim got robbed and married the burglar...) Kids may be biological, adopted, or created in some fashion - none of that is restricted.

If you want rabbitholes, other community lots, neighbors and the like then you have to earn them! Every additional lot has requirements of some sort. Most community lots require money and skills, and other residences require money and Sims to put in them. You can either build the lots yourself or place a house built by someone else, but either way they must be earned first. (Personally, I found it very fulfilling to build everything myself, but I know that not everyone likes to build.) Here's the breakdown:

Residential Lots - You may build a new one under two conditions:
- First, if you want to move a Sim out of your household and into a new one you may build a new house on condition that they immediately purchase it and move into it. This means that they need to be able to afford it, of course.
- Secondly, you may move your current household into a new lot and build them a new home there, provided that at least one Sim is left behind to occupy the old house.
- In all cases, you may not shortchange a Sim by giving them anything less than a fully furnished home (though it doesn't have to be spectacular - you can give them a small trailer home, but it has to be something they can actually live in). The current household you're playing is an exception since you're actually going to have to put up with it, so if you want them to live out on the lawn that's fine, but until you fix that you can't switch households.
- Your current household may purchase additional homes, but these may not be sold unless you either bulldoze everything first or immediately have a member of the current household move into that lot.

Community Lots - Each one has some sort of requirement:
- Base Game Rabbitholes:
Criminal Warehouse - Maxed Athletics and Logic, and buy (not partner) the rabbithole. ($50,000)
Bistro - Maxed Cooking, and buy (not partner) the rabbithole. ($37,500)
Bookstore - Maxed Writing, and buy (not partner) the rabbithole. ($27,000)
Day Spa - Buy (not partner) the rabbithole (no skill requirement). ($50,000)
Diner - Maxed Cooking, and buy (not partner) the rabbithole. ($24,000)
Grocery Store - Maxed Gardening and buy (not partner) the rabbithole. ($27,000)
Hospital - Maxed Logic, and buy (not partner) the rabbithole. ($105,000)
Office Building - Maxed Charisma and Writing, and buy (not partner) the rabbithole. ($58,000)
Science Lab - Maxed Gardening, Handiness, and Fishing, and buy (not partner) the rabbithole. ($140,000)
Stadium - Maxed Athletics and buy (not partner) the rabbithole. ($115,000)
Theater - Max any instrument (Guitar, Bass, Drums, Piano) and Logic. ($58,000)
City Hall - Maxed Charisma (no money requirement).
Graveyard - Must purchase the lot (no skill requirement).
Military Base - Maxed Handiness and Athletics (no money requirement).
Police Department - Maxed Logic, Athletics, and Painting (no money requirement).
School - Maxed Charisma and Logic (no money requirement).

- Base Game Other Lots:
Art Gallery - Maxed Painting, and must purchase the lot.
Beach - Maxed Athletics or Scuba Diving, and must purchase the lot.
Big Park - Maxed Logic and Gardening, and must purchase the lot.
Fishing Spot - Maxed Fishing, and must purchase the lot.
Gym - Maxed Athletics, and must purchase the lot.
Library - Maxed Writing, and must purchase the lot.
Pool - Maxed Athletics, and must purchase the lot.
Small Park - Maxed Gardening (no money requirement).
Visitors Allowed - No requirements, see Rule #5.
No Visitors Allowed - No requirements, see Rule #5.

- World Adventures Other Lots:
Academy - Maxed Martial Arts, and must purchase the lot.
Chinese Garden - Maxed Photography, and must purchase the lot.
Nectary - Maxed Nectar Making, and must purchase the lot.

- Ambitions Other Lots:
Consignment Shop - Maxed Sculpting, and must purchase the lot.
Fire Station - Maxed Athletics and Handiness (no money requirement).
Hangout - Maxed Charisma (or Mixology if you have Late Night), and must purchase the lot.
Junkyard (regular or no visitors) - Maxed Inventing (no money requirement).
Laundromat - Must purchase the lot (no skill requirement).
Salon - Maxed Painting (no money requirement).

- Late Night Rabbitholes:
Film Studio - Maxed Charisma and Writing, Five Star Celebrity Status, and buy (not partner) the rabbithole. ($95,000)
Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000)
Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000)
City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement).

- Late Night Other Lots:
Clubs (Disco, Dance, or Poolside) - Max any instrument, at least One Star Celebrity Status, and must purchase the lot.
Bar (Sports, Local Watering Hole, Dive) - Maxed Mixology, and must purchase the lot.
Lounge (Fusion, Vampire, Exclusive) - Maxed Charisma, at least Three Star Celebrity Status, and must purchase the lot. See Supernatural Other Lots for another way to earn a Vampire Lounge.

- Pets Rabbitholes:
Equestrian Center - Maxed Riding, and buy (not partner) the rabbit hole. ($115,000)
School/Stadium Combo - Maxed Charisma, Logic, and Athletics (no money requirement).
Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000)
Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000)
City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement).
Diner/Grocery Store Combo - Maxed Cooking and Gardening, and buy (not partner) the rabbithole. ($40,000)
Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000)

- Pets Other Lots:
Cat Jungle - Must complete the Cat Herder Lifetime Wish, and must purchase the lot.
Dog Park - Must complete the Canine Companion Lifetime Wish, and must purchase the lot.
Horse Ranch - Must complete the Jockey Lifetime Wish, and must purchase the lot.
(Pet shops, for those with the limited edition of Pets, are earned by completing the Ark Builder Lifetime Wish and buying it.)

- Showtime Rabbitholes:
Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000)
Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000)
City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement).
Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000)

- Showtime Other Lots:
Coffeehouse - Must earn a Big Park with a stage first, and reach Level 10 in any performance career (no money requirement).
Live Show Venue - Must earn a Coffeehouse first, reach Level 10 in any performance career, and must purchase the lot.
Private Venue - Must earn a Live Show Venue first, reach Level 10 in any performance career, and must purchase the lot.
Big Show Venue - Must earn a Private Venue first, and reach Level 10 in any performance career (no money requirement).
(Note: If you use the Flying V's Coffeehouse or Hoi Polloi Event Center from the lot bin, be aware that they respectively contain a diner and a theatre within the lot. To use them one Sim must meet the requirements for both - so, for example, to use the Flying V's Coffeehouse you must already have a Big Park with a stage, and the Sim earning it must have maxed cooking, $24,000 to purchase the diner on the lot, and be at Level 10 in a performance career.)

- Supernatural Rabbitholes:
Arboretum - Maxed Gardening, and Sim must be a fairy (no money requirement).
Gypsy Wagon - Maxed Alchemy, Charisma, and Logic and buy (not partner) the rabbithole. ($16,000)
Vault of Antiquity - Maxed Alchemy and buy (not partner) the rabbithole. ($22,000)
Criminal Warehouse/Theater Combo - Maxed Athletics, Logic, and any instrument, and buy (not partner) the rabbithole. ($108,000)
School/Stadium Combo - Maxed Charisma, Logic, and Athletics (no money requirement).
Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000)
Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000)
City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement).
Diner/Grocery Store Combo - Maxed Cooking and Gardening, and buy (not partner) the rabbithole. ($40,000)
Office/Bistro Combo - Maxed Cooking, Charisma, and Writing, and buy (not partner) the rabbithole. ($170,000)

- Supernatural Other Lots:
Elixer consignment store - Maxed Alchemy, and must purchase the lot.
Supernatural hangout - Maxed Charisma (or Mixology if you have Late Night), must be a supernatural being of some sort, and must purchase the lot.
Vampire Lounge - Maxed Charisma, Sim earning the lot must be a vampire, and must purchase the lot. See Late Night Other Lots for another way to earn it with that expansion.

- Seasons Other Lots:
Festival grounds - Maxed Cooking and Athletics (no money requirement).

- University Life Rabbitholes:
Administration Center - Buy (not partner) the rabbithole (no skill requirement). ($150,000)
School of Art - Maxed Cooking or Mixology, Any Instrument, and Painting or Street Art and buy (not partner) the rabbithole. ($70,000)
School of Business - Maxed Charisma, Writing, and Social Networking and buy (not partner) the rabbithole. ($80,000)
School of Science - Maxed Gardening, Logic, and Inventing or Science and buy (not partner) the rabbithole. ($140,000)
Stadium and Annex - Maxed Athletics and buy (not partner) the rabbithole. ($115,000)

- University Life Other Lots:
Arcade - Max Jock Group and must purchase the lot.
Java Hut - Max Gardening and Cooking and must purchase the lot.
Nerd Shop - Max Nerd Group and must purchase the lot.
Rebel Hangout - Max Rebel Group and must purchase the lot.
Student Union - Max all three Social Groups (no money requirement).
University Hangout - Maxed Charisma and must purchase the lot.

- Island Paradise Rabbitholes:
School/Stadium Combo - Maxed Charisma, Logic, and Athletics (no money requirement).
Bookstore/Office Combo - Maxed Charisma and Writing, and buy (not partner) the rabbithole. ($85,000)
Diner/Grocery Store Combo - Maxed Cooking and Gardening, and buy (not partner) the rabbithole. ($40,000)
Spa/Bistro Combo - Maxed Cooking, and buy (not partner) the rabbithole. ($87,500)
City Hall/Police Station/Military Combo - Maxed Charisma, Logic, Athletics, Painting, and Handiness (no money requirement).

- Island Paradise Other Lots:
Resort - Maxed Charisma and must purchase the lot.
Port - No requirements, see Rule #5 and Rule #19.
Diving Area - Maxed Scuba Diving (no money requirement).

- Into the Future Rabbitholes:
Observatory - Maxed Advanced Technology, Logic, and Athletics and buy (not partner) the rabbithole. ($190,000)
Bot Arena - Maxed Bot Building and Charisma, and buy (not partner) the rabbithole. ($115,000)
Bookstore/Spa Combo - Maxed Writing, and buy (not partner) the rabbithole. ($80,000)
Hospital/Science Lab Combo - Maxed Logic, Gardening, Handiness, and Fishing, and buy (not partner) the rabbit hole. ($240,000)

- Into the Future Other Lots:
Bot Emporium - Maxed Bot Building, and must purchase the lot.
Cafeteria - Maxed Advanced Technology, and must purchase the lot.
Gallery Shop - Maxed Advanced Technology, and must purchase the lot.
Business Park - Must earn a Legacy Statue, and must purchase the lot.
Wasteland - Maxed Bot Building (no money requirement).
Future Lounge - Maxed Charisma, must earn a Legacy Statue, and must purchase the lot.
Dried Up Beach - Maxed Laser Rhythm (no money requirement).

General Rules:
1. Aging may be set however you like as long as you don't touch it after you've started - this challenge tends to punish you for setting it too long by making it take forever, and for making it too short by making meeting the requirements difficult. Keeping it at default or around there seems perfect for me. Also, story progression should be on.

2. This challenge has no scoring system and no definite end point. However, once you reach the point where your city is pretty much completely built up, you can declare yourself victorious. And if the city you end up with is better than someone else's, you can consider yourself even more victorious than they are. Of course, that's all subjective.

3. No cheating! Especially by doing anything that helps with skilling and money - that's kind of the whole point of the thing. Generally speaking, mods/objects that make your game run better are okay, while mods/objects that make actually playing the game easier are not. Fixing bugs is never considered cheating - do what you have to in order to save your game. See below for a list of mods that people have asked about and my response. All mods that actually make it harder are always allowed.

4. When using Edit Town mode, you are not allowed to build any residences your Sim isn't immediately going to purchase or change the designation of any community lot from "No Visitors Allowed" unless it's about to be purchased or has been otherwise earned. See below for more specific rules on moving Sims around.

5. You may not abuse lots you don't have to buy by putting fancy skilling or mood boosting objects there so that your Sims don't have to buy them at home are not. Landscaping, tables and benches, that sort of thing is fine. Hot Tubs and grand pianos are not. Rabbithole lots should mainly be the rabbithole and landscaping. "Visitors Allowed" and "No Visitors Allowed" lots should be used sparingly and only for places without much in them (a lot that's merely a fancy pedestrian walkway or a subway station would be good examples). Small parks should be just that - if you can fish there then it's a fishing spot, and if it has skilling objects like chess tables it's a big park. The only non-decorative objects in Salons and Junkyards besides what you're there for (stylist and tattoo stations for the former, scrap piles and junk in the latter) is maybe a bathroom. Fire Stations need to be more fully outfitted to keep everyone working there happy, but I think you get the picture: be reasonable.

6. It's always acceptable to use mods or cheats whose effect is purely cosmetic (i.e. they make something look different but don't actually effect anything). When building you may use any fancy cheat codes to make it look nice you want, for both residential areas and community lots. You may also use buydebug to place things you need from there to make your lots fully functional - including spawners if you want to be able to, say, fish for Deathfish in the graveyard. But you may not abuse this by, for example, making a lot full of rare spawners just to make finding the good stuff easy. You may also edit the appearance of Sims and pets using mods to give them a particular appearance, or change their name and such. What you may not do is edit things like their traits and skills.

7. Each Sim may only earn 1 community lot for you. So if your Sim has maxed Cooking and has $61,500, then you may not get both the Diner and the Bistro - you'd need a second Sim to max Cooking to get both. And it must be the same Sim - if you have one Sim max Handiness and another max Athletics, you have not earned a Military Base. Also, lots that don't require any skills must still be earned by a specific Sim (and purchased with their household's money), and you may not change your mind about which one did it.

8. Your Sim may not sell any of the lots that they purchase. For any buyable venue, you may only edit it through the real estate system unless you're fixing a bug. If a venue becomes unowned due to Sims dying or whatever, another Sim must purchase it so that you can edit it using their money instead of the unending supply you get in Edit Town mode.

9. You may freely switch households whenever you want, provided that the household you're leaving behind is fully furnished. "Fully furnished" means that they've at least got a functional kitchen, bathroom, and enough beds for all the Sims living in it all enclosed by walls with flooring and wall coverings - you know, an actual house. Doesn't have to be a spectacular one. Though if every residence in your city is terrible then your city is terrible - see rule #2.

10. The only way to fail this challenge is if all Sims you could possibly control in the city die. (Which would seriously be an epic failure if you're much beyond your starting Sim.)

11. If you have World Adventures, any Sims who go on vacation are disqualified from earning any community lots. Sims who have already earned a community lot for you suffer no penalties.

12. If you have Ambitions, the rules for professions are as follows: Firefighters are allowed when you have a Fire Station. Investigators are allowed when you have a Police Station. Ghost Hunters are allowed when you have a Science Lab. Stylists are allowed when you have a Salon. Architectural Designers are allowed when you have a City Hall. (Note: all self-employed careers are unlocked by the City Hall, but that's just the way the game's designed.)

13. If you have Generations, it's acceptable to make a child's imaginary friend real, and boarding schools are fully allowed. The inheritance reward is not okay - in fact it's the only lifetime reward that is not okay. Daycares are allowed with you have a City Hall.

14. All things Pets are allowed.

15. If you have Showtime, The Dusty Old Lamp is allowed, but you may not wish for money. A stage may be added to any normally earned Big Park. Stages may be included in any other lot, but the Sim earning the lot must be a level 10 performer in addition to the other requirements. Acrobat, Magician, and Singer are allowed when you have a Big Park with a stage.

16. If you have Supernatural, your starting Sim must start as a human (but a little alchemy can fix that problem). Similar to aging, you can set the moon to do whatever you want as long as you set it and leave it there.

17. If you have Seasons, you can set up the weather however you want as long as you set it and leave it there.

18. If you have University Life, any Sims who go to the university are disqualified from earning any community lots. Sims who have already earned a community lot for you suffer no penalties. Roommates are allowed, but at minimum they must be assigned their own bed. And if you lock them out of part of the house, they must be granted a similar space of their own. For example, if you lock them out of your private bathroom, then they must be provided with a private bathroom of their own.

19. If you have Island Paradise, Ports do not have to be earned but shouldn't contain anything beyond the port itself, mooring places, bike racks, parking spaces, and minor decor and landscaping. Houseboats have the same rules as regular houses. Lifeguards are allowed when you have a City Hall and at least one beach.

20. If you have Into the Future, only Sims who have maxed Logic or Science and Handiness or Inventing may travel into the future. This does not count as earning a lot, and traveling into the future does not disqualify a Sim from earning a lot. However, the sonic shower, food synthesizer, drink synthesizer, retail display pedestals, dream pod, holo-computer, holo-disc, jetpack, and windcarver can only be purchased in the present if there is a Sim in the current household who has both been to the future and has maxed Advanced Technology. (Technically, you shouldn't let your Sims buy anything that looks like it's from the future in the present until that point, but the rest of the stuff is pretty much cosmetic so I won't make that a rule.) If you instead have a Sim who has been to the future but has not yet maxed Advanced Technology, they may bring these things back with them from the future but can't buy more in the present. If you instead have a Sim who has maxed Advanced Technology but hasn't been to the future yet, then you may only buy more of whichever items your household already has. The rules for the Laser Rhythm-a-con and bot workshop are the same as the ones for the above items except that their respective skills are required rather than Advanced Technology.

Rules for Moving Sims In or Out:
1. Sims may only be moved into a household using the social interaction and not by using Edit Town or a mod unless you're experiencing a bug or something like that.

2. If the Sim you're moving in is an NPC, you can't keep the $20,000 they bring with them. The money must be wasted in some way, such as with the familyfunds cheat. On the other hand, if they're a Sim living in another household in the city or currently homeless (i.e. a "townie") then you may accept whatever money they bring with them when they move in.

3. Sims may only be moved out of a household using their phone or computer, and not by using Edit Town mode unless you have a mod that eliminates getting extra money from the process. All Sims that are moved out no matter which method you use must be provided a home by you - you may not use the 'kick out' option or leave Sims on the clipboard if you're using Edit Town.

4. You may not move an entire family from one lot to another - at least one family member must be left to live in their old house. Similarly, you may not ask a Sim who is living alone (besides NPCs or the homeless) to move in with you. (An easy way to tell the difference is if the dialog box is indicating that their home will be sold and such.) The best way to solve this is by having someone move in with that Sim. In situations where fixing that is impossible (like I know there are some Sims living alone in the WA locations), you may still move them in with you provided that you treat them like an NPC and waste whatever money they bring in with them.

Summary:
Story progression may cause vacant homes or homeless Sims, but you may not.

Acceptable and Unacceptable Mods:
Those allowing more than 8 Sims in a household - Okay!
Those modifying the way money is divided when Sims move in/out - Okay!
Story progression mods - Okay!
First cousin marriage - Not Okay!

Optional Rules:
1. You may only call for services when the appropriate community lot has been earned. For example, police may only be called when you've earned the police station. (You may decide what some of the more confusing ones yourself, like what unlocks adoptions for instance - the Town Hall perhaps?)
2. If you discover any way to make insane amounts of money really fast that isn't mentioned in the rules and are therefore becoming Bored and are finding this Unchallenging, you may at any time use a cheat code to reduce your household's funds to a sane number and then either limit or ban yourself from making money that way again. Problem solved!

Combining with the Random Legacy Challenge:
As I know many people playing this also play the Random Legacy, I decided to explain how it might be combined.
- This challenge would most likely take a lot longer to complete than a single Random Legacy, especially since playing by these rules will slow down the process of earning lots, so you may play a legacy and continue normally, play legacies back to back, or start off normally and then add in a legacy later.
- If you do not have a lot required for a Sim's career, for either the Primary Income or Secondary Income, have that Sim earn the required lot. If doing so would be impossible or close enough to it that you don't want that degree of difficulty, you may have them earn an easier lot that would help future generations earn that lot. All Sims unable to work their rolled careers may earn an income by selecting an alternative income type related to what they're earning. Example: Your first generation Sim rolls Science for primary income, but also 5 kids and you just know you're not going to have enough money. Your Sim could earn a grocery store, fishing spot, big park, or other similar lot, and make their money by gardening, fishing, or doing freelance science respectively.
- Sims who can do their rolled career may earn a lot of your choice. Additionally, any non-heir children who can earn a lot for you before they move out as a YA may do so. I suggest choosing these based on other aspects of your roll or, if you've rolled ahead of time, based on what future generations will need.
- If the Generation Goal or Misc. Fun can't be done due to what you have in your city, earning the lot that you need during that generation counts as satisfying the goal even if you can't earn the lot and achieve it. If even that is impossible, reroll. Example: Your Sim is a Tattoo Addict, there is no Salon in your city, one of their kids earns a Salon before moving out and your Sim is then able to get tattoos. That would count as satisfying the goal even though they wouldn't be able to get their weekly tattoo until it's earned.
- If anything is impossible or obviously unfair (like rolling photography for your first Sim, who would have to go on vacation to get a camera and then be unable to earn a community lot) you may reroll.
- If your Sims have the money, you may move in an NPC at any time to use their money to buy the NPC a house of their own provided that you move them into their new home immeadiately.
- All other rules in both challenges still apply. Where one rule is looser than the other, follow the stricter one. For example, the rules for this challenge state that you must start with a single Sim, while the Random Legacy rules allow you to start with a couple if you want to and have rolled for a couple. You should follow the rules for this challenge in that case because that's stricter.
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Re: Nothing Is Free Challenge

Post by Lorinsv »

This looks like a great challenge!

Avalikia is the challenge creator (link below):
http://modthesims.info/t/468464
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