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equinoxts2 · 1 year
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Attraction Concept Refluff
Yes, the acronym is deliberate.
No story posts yet. I’m still playing the first (non-blogging) rotation, and trying to implement a new idea that I’ve been kicking around with my mum lately. Which means I must ramble about that idea!
So, as you may know, I’m aroace and the concepts of attraction, romance and woohoo go right over my head (when they’re not making me squirm or sneeze). That makes matching sims up, and writing posts involving that stuff, very difficult for me. I can’t take it out of my game completely - that practically eliminates two aspirations from gameplay, not to mention making things feel a lot duller on one level even as it makes the game easier on another! My mum suggested I “refluff” what these aspects of the game represent, a concept I can definitely handle as a tabletop gamer. So here I am, looking at what the “romantic” aspects of TS2 are in the most general terms, and working out what else they could be.
First off, my biggest problem: woohoo. If I take it to mean what EA intended it to mean, it grosses me out. However, on-screen, all it is is two sims disappearing under something blurry for a while and boosting their relationship with each other. That tells me that it can represent a private ritual to honour the spirits, or something along those lines. I’ve replaced the text strings in ACR to say “Rite of Seclusion” instead of “Casual Woohoo” and so far I’m preferring that change in terminology. Also, I decided that pregnancy does NOT result from this ritual, but from dreaming spirits drifting away from their bodies.
Moving on to the concept of marriage/commitment, I’m replacing that language too. It’s now pathbonding in the Seeriverse, and committed partners of any sort are pathmates. Here, I’ve actually taken a cue from the TS4 Werewolves pack’s concept of fated mates: pathmates can sometimes be determined by the spirits, and that’s where “attraction” comes in. I’ve also chosen to make nearly all my sims bi according to ACR, since I’d prefer these relationships to grow as much from a strong friendship as from those darn lightning bolts, and I don’t want to force pathbondings outside a sim’s gender preference.
Speaking of which: I’ve also replaced the icons and text for the aroace traits I use. Aro trait is now “Chosen of Sola” - Sola is the Seeriverse’s god of the suns, battle strategy and not being interested in all that pathbonding business. Ace trait has become Self-Mated, representing someone who prefers not to engage in Rites of Seclusion.
Ramble over for now - I’m feeling a whole lot more at ease with my gameplay now though. :)
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equinoxts2 · 2 years
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Rebuild O’Clock
I borked KS again by removing too many mods, and I’ve also decided not to have any subhoods that require extra CC. That means I’m rebuilding, but I have learned a lot about my playstyle by reflecting on the first rotation of last KS, and that’s informed how I’m going to approach this rebuild.
The first change I’ll be making is, of course, that romance and ACR will not be aspects of my gameplay. All ACR does is make me sneeze and cause huge population explosions. I’m working on a more ritualised and culturally significant approach to bringing in new generations, using arranged matches and a hacked fertility shrine object.
I’ve also discovered that 3t2 traits, instead of helping me understand my sims better, really get in the way of it! The system started to feel restrictive and stifling recently, not to mention being one more thing to keep track of, so I’m taking the trait mods out of the mix and letting my sims’ true personalities shine through.
I will not be making the gods and ancestor spirits as townies, because I might want to add Hat’s religion mod back in. It’s already established in my worldbuilding that every major philosophy of the Seeriverse acknowledges all the gods together, and it would be weird to have the mod assign religions to the townie gods when their First Pact prevents them from attempting to establish any sort of “One True Way” for mortals to follow - that would violate their own gift of Free Will. Also, it was outright weird to see one of my sims have an ACR first kiss with the husband of the tribe’s first ancestor.
Finally, I’m planning to split the Nuidya into three or four villages. That way I can still have subhoods, but not the extra three and a half gigabytes of stuff I shoved in for Credence. I can also have gatherings of the clans, which is something I’ve always wanted to do, and have different resources in each hood that they can trade. Some of the subhoods will also be moving away from the traditional hunter-gatherer lifestyle of KS, because I want to branch out a little with the Sun&Moon sets.
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equinoxts2 · 1 year
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It was almost midnight by the time Nita woke, and both she and Anyu were in need of a good meal. Nita lit a fire in the kitchen tent and began preparing the meat, while Anyu warmed his hands by the cooking hearth.
Once the turkey was cooked, though, it became obvious that the meat had gone rotten. As if things couldn’t get any worse. She’d been too hungry to notice at first, but the stench and the buzzing flies were hard to ignore now. That left her with wasted food - one of the worst crimes a Nuidya could commit - and a very messy kitchen tent.
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equinoxts2 · 2 years
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I’m kicking off Pride Month with a lorepost and a personal affirmation! Remember when I said that the gods of the Seeriverse predate the mortal concept of gender? They are primal essences that don’t concern themselves with such concepts; they just are. There are plenty of spirits that have adopted gender identities, though many others are content to just be too.
I also said in that linked post that many of the nonbinary sims on Juvash would describe themselves as pregender: just as the gods are something more ancient and primal than gender, it’s not uncommon for mortals to identify this way too. In most cultures on Juvash, pregender people are welcomed and respected. Among the Nuidya, they’re called rakare (”ancient souls”) and they often become shamans. The current shaman and apprentice shaman of Kulo Seeri are both rakare. Though the Nuidya language does not have gendered pronouns, the convention on this blog now is to use ve/vir for pregender and rakare people, unless the individual sim in question prefers a different set of pronouns.
As for the personal affirmation: I’ve been trying on different identities myself over the past eight months, but coming up with this bit of lore has helped me get my head round what I actually am and want to be. As someone who has always felt more like an elemental force than a social construct label, I myself identify as pregender. Which means that my pronouns are ve/vir too. And let me tell you, I feel much more comfortable identifying this way than I ever did with anything else!
Happy Pride Month! 🏳‍🌈
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equinoxts2 · 2 years
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We now return to Kulo Seeri!
After having to return to a backup... again... KS is back, and regular story posts wil resume from rotation 1, household 4: Zera’s family, the last one I posted about before I restored the backup. Here’s a run-down of the stuff that went on off-camera:
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Lydia zan-Avira and Keru zan-Tia’s marriage is most definitely on the rocks. I don’t even know why, but Keru spent the last three iterations picking fights with everyone and their cat... this time, that includes Lydia. I wouldn’t mind but I haven’t even played these two yet...
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Arafa sho-Carmela, the tribe’s elderly herbalist, started training an apprentice: Alana zan-Avira. Arafa’s granddaughter Zema also seems interested in learning the healing arts.
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No fewer than four of the six Vedraloga awarriors are struggling to keep their vows of chastity. They may need to rethink that aspect of Vedraloga life!
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On the last night of the Vedraloga rotation, Sparrow zan-Ace was whisked into the spirit world while watching for omens, returning pregnant.
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And finally, Headwoman Etan caught her future husband, Abraxius, flirting with Zera at the village centre. She immediately bounced back with Zera’s uncle Melchol... one of Etan’s many exes, who broke tribal law by divorcing her.
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equinoxts2 · 2 years
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A few announcements from Kulo Seeri
Firstly, I have added ACR and other romance/attraction mods back into my game. It felt a bit flat without them, even though it was easier on my aroace mind. I also felt that removing them made the fertility teas in Sun&Moon’s tea set redundant. And I can handle romance/woohoo in TS3 & 4, so why not?
As an aside, does anyone know of a way to replace or remove the fireworks when sims are woohooing in TS2? I’ve worked out that those are the main reason I felt I couldn’t handle it in KS. It makes it feel too much about physical attraction as opposed to love, compared to the hearts and petals in later games. Also, I don’t like explosions, however pretty, which is also why I’m moving away from Pooklet’d hair colours.
Secondly, I’m rebuilding... again. Restoring those mods meant I messed with the wants in my hood (Akali wanting to become a vampire when he’s already a vampire...) so I’m starting over. I have cleaned all the lots I built and added them back into my new terrain, so at least the rebuild doesn’t involve building. Just recreating the sims, which I will do once my very sloady game sloads.
Finally, I’ll be back to blogging as soon as I can play again. Rotations now last three days - that’s one thing I figured out does work for me - so I can enjoy more time with my sims and the stories in each household. But anyway, enough rambling... I’d better go check how far the Compressorizer has got with my 50k files. :)
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equinoxts2 · 3 years
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Kulo Seeri’s New Standard
I’ve talked before about my thoughts regarding Kulo Seeri, my own autistic worldview, and neurodiversity in general. How the first iteration of KS, before it was Kulo Seeri and way before simblr, had most sims following their own quirky passions rather than any set of “cohesive” social norms; how the TS2 community is the first place I’ve ever felt a sense of being around somewhat like-minded people, and since I discovered it in 2014, I’ve been trying to not be the outcast weird kid here too.
Well, I’m done with that. (With trying to fit in with all the other simmers, that is. Not with TS2 or Kulo Seeri.) I’ve just been brainstorming ways I could turn things around and make things in the Seeriverse make sense to me rather than any neurotypical followers I have. My mum says this could actually become Kulo Seeri’s biggest strength, and I’m finally in a place where I can make it happen. It’ll mean a bit of retconning, but nothing I haven’t done before... and my rambly plans are, as always, under the cut.
Right. Most sims in the Seeriverse, right up to the gods themselves, are autistic. Exceptions include sims with the Social Butterfly trait and/or 10 outgoing points - they’re the ones who always need to be surrounded by people and talking about nothing, after all. Since that’s hardly “typical” on Juvash, I coined the term “flockmind” for these neurotypical-equivalents. (No offence, neurotypicals... well, not much, anyway. You are a little bit wacky with your ability to step outside your comfort zones on a regular basis and not have panic attacks. How do you even do that?)
For most sims, though, hobbies and interests are going to play a much greater role. The division of “who does what” in Kulo Seeri will rely more on individual skillsets and passions than status, gender, lineage or any other tradition. I’ve ditched the mod that zaps hobby idles, because it’s lovely to see sims showing intense enthusiasm, and will max most sims’ interests in their favourite hobbies via mods/SimPE. Matches will be arranged based on shared interests and meeting of minds, which solves my perennial problem of who to match together, and sims going through the rites of adulthood get a choice of which trial to face - after which they will get to pick a new name for themselves, one that works for the person they’ve become, just like I did in 2014.
I’m also considering ditching the class traits. There will still be a headwoman and clan matriarchs to settle disputes and cast deciding votes, but families, clans and the tribe as a whole will prefer to make decisions by consensus rather than a strict hierarchy. The other thing I’ve done is move married sims back in with their own clans - moving is stressful enough if you’re not autistic, and leaving the safe space you’re used to, even if you’re only moving to the tents next to yours, is even more stresful if you do happen to be on the spectrum.
Finally, I’m going to have more variety in facepaints, accessories and hairstyles, so my sims can display their individual styles even if they are all wearing variations on the same outfit. (Seriously, show me more fur and leather outfits that don’t look like they were ripped out of a cartoon or someone’s icky fetish thing, and I will jump through the roof.)
And... ramble over for now. Good night!
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equinoxts2 · 3 years
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I’ve been meditating on my simming resolutions lately, and also cleaning out my Downloads folder - especially mods, in the hopes of reducing the number of conflicts. It’s been really successful - HCDU Plus reports 11 conflicts now, compared to the 34-or-thereabouts of previous recent incarnations of Kulo Seeri, and all of those are pretty benign conflicts anyway. Woo! And you know what that means? Yes, I’m about to ramble...
So. Ramble time. As far as my mod cut goes, I’ve made the tough decision to ditch ACR completely. It was just making me feel squicked out when my sims were doing all that romance stuff of their own volition... to be honest it squicks me out whether the interactions are autonomous or not. So I’m cutting woohoo, and all mods relating to it, entirely. There’s no point having a mod that adds drama if it’s not a kind of drama you feel comfortable with. #squeamishace
Although I will be cranking the fantasy dial up to 11 in new KS, I’ve also decided to remove Fairy Changelings, because I don’t like townies. My original plan was to make the gods and greater ancestors be the townies, but I think I’d prefer them to have a subhood (the Court of Belyala) and be played when the story calls for it. That way, I can also take note of their relationships, wants and fears when I drop in to their homes - those aspects will drive large parts of the story, now that they’ve returned to walking the lands. I've always wanted to have them play a greater role in my game and offer rewards and punishments and suchlike. Now they will.
As for my post-ACR takes on pregnancy and matchmaking, I’ve come to the conclusion that I much prefer having mainly same-sex partnerships in my game. (Yoshan & Dominick became my favourite couple in record time, but they’re currently one of only two gay relationships in Kulo Seeri, and that makes me sad.) I don’t want to break up any existing marriages, but I will be having lots more same-sex matches in my game going forward. M/F pairings will still be used for starting pregnancies (always via hacked objects) because having two parents of the same gender confuses the strictly matrilineal kin system of Kulo Seeri. This is going to be worked into the culture of my hood, possibly by randomising pregnancy pairings as part of the festivals of Serena, patron ancestor of the hearth and chaos. *dicedicedice*
Actual marriages will be arranged by the spirits from now on - depending on which of them does the choosing at any given time, the reason could be anything from “they make a good team” to “let’s throw these sims together and see what happens” - and will usually not be monogamous. I’m currently defining a few different ways for family units to work, so that I’m not always playing the same kind of household.
And finally... I’m going to play in a way that makes sense to me and not get drawn into debates about how and why it works that way. If anyone doesn’t like the direction I take things in, the unfollow button is there for a reason. It’s taken me fourteen years to shed my simming chameleon skin and I’m going to burn the darn thing. Everyone should be able to enjoy their game in their own way, and that’s exactly what I plan to do with mine. :)
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equinoxts2 · 2 years
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After a little longer figuring out what I want in my game, I’m back to Kulo Seeri - sort of. (Ramble ahoy!)
Currently I’m playing my sims in an empty Pleasantview so I can see how my decisions will impact my gameplay, before unleashing the full power of retroactive continuity on the canon Kulo Seeri. Also to learn how to tell my sims apart by sight again, because I’ve switched hair systems to @berrynooboos binned unnaturals, geneticised a pile of non-human skins, and recreated all my Kulo Seeri sims with these new genetics. I always found it hard to think outside the box of “how people (read: neurotypicals) act” when my sims looked human. Now that’s not an issue any more!
Another thing I’ve decided is that - again like @berrynooboos​ - I want only same-sex relationships in my game from now on. I feel much more comfortable with it, because not only am I a trans male and attracted to men, I'm still asexual and the thought of M/F woohoo still grosses me out. If anyone has any issues with that, the unfollow button is right over there.
Finally, now that I’m out of the closet, I want to try reducing the gender bias of the past few generations of KS. The mi-Avira line will remain a thing, but tribal leaders now nominate their own successors - and for the first time in years, I’m allowing a male sim (Headwoman Etan’s adoptive son, Demetrius) to hold the position of heir. If the testing hood explodes on me, I might rule that actually yes, the old Nuidya superstition is true and male rulers do tick off the spirits, and stick with matriarchal overall leadership - however, I do want it to be more egalitarian, more quirky and more fun, like the very first iteration of the hood back in 2007.
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equinoxts2 · 3 years
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It just occurred to me that, while I’ve mentioned now-former headwoman Etan in passing a few times on my simblr, she’s never had a proper introduction. Now she’s a ghost and no longer leading the tribe, and I’m back to blogging, I decided it was high time I shared Etan’s story. Here goes:
Etan was the younger of a pair of twins born to Kitira mi-Avira, a former headwoman of Kulo Seeri, and Trevor Gorski, an outsider and the brother of Nuidya war hero Nate Gorski (now patron ancestor of victory, strategy and celebrations). Both twins were assigned male at birth; Etan’s name is literally her uncle Nate’s spelled backwards, a fairly common way of forming diminutives among the Nuidya. Sadly, Etan’s twin died within a few days of their birth, and Trevor ran off back to his homeland soon afterward. Kitira, who had never felt quite cut out for leadership - especially with her fascination with northern city folk and their technology - also left Kulo Seeri with Etan.
In Nuidya culture, it’s commonly believed that when a twin dies in infancy, the surviving sibling will possess great powers. But, growing up as a human in a small town mostly populated by supernaturals, Etan never felt particularly powerful. When Etan was three moons old, Kitira married a vampire and became one herself. As the only member of the family who could go out in daylight and needed to eat regular food, Etan started learning to cook at a young age, and spent most of her days alone or with her only childhood friend, exploring the nearby woods.
By the time she hit puberty, that wasn’t all Etan was exploring. She’d been raised as a boy, but had never felt particularly male - she’d always felt more at home around girls than boys. She came out as transgender in her early teens, transitioning through the blessing of the Spirit World. Later, she left her hometown and her strict vampire stepfather to study at a nearby city’s university, where she met her first husband London. The pair of them married shortly after graduating, and adopted twins Lydia and Demetrius.
Now, by that time, Kitira was getting fed up of the whole vampire thing. She’d had another daughter, followed by triplet sons, and was pregnant again. Her husband insisted on confining her to the estate while she was pregnant and hunting for her - given that she’d been raised to be a matriarch, that really grated on her. Etan and London helped her find a de-vampire potion and escape back to Kulo Seeri with her children.
At that point, Etan’s aunt Kenda had just been deposed as headwoman of KS, leaving only her eight-moon-old daughter as heir. But when Kitira’s branch of the family returned, Etan was offered the role. She accepted, but insisted on taking a crash course in Nuidya Culture 101 before taking up the mantle of leadership. From that point on, she was renowned for her wisdom and fairness.
Now in her early forties, with four biological children as well as her adopted ones, Etan has been leading the Nuidya for over two ninemoons and has finished the code of law her aunt Abina was working on before her death. Personally, I’ve found it really lovely and rewarding to watch her develop from her awkward coming-out period to being a strong leader who doesn’t stand for any nonsense.
But... now she’s a ghost, and has had to step down due to her own law that undead can’t lead the tribe. I just hope her successor can handle things as well as Etan herself has...
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equinoxts2 · 3 years
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Building Kulo Seeri pt1: Vedraloga Camp
Since people seemed to be interested in my rebuild rambles, here’s the first in my series of lot-building tours from the building hood. This one is the home lot for the Vedraloga, a sisterhood of warriors devoted to the patron ancestor of battle and victory: Vedrafe zan-Ave.
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This is what I have placed so far: two tents surrounded by invisible rooms, a campfire with a couple of log seats, and two archery targets from the recent set by @sunmoon-starfactory​. Let’s see how it develops from here:
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Here’s a shot of the sleeping tent, with temporary floor tiles to help me work out what I can place where. Unlike the other households, there are separate beds in different corners of the lot (as opposed to in a pile in the middle) as the Vedraloga are required to swear off all that ACR nonsense. After all, marriage and parenthood were literally the death of Vedrafe.
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Zooming in to that table, I place a few skill-teaching objects from sophie-david’s Opportunity Set: a mystic symbol (since the Vedraloga are as much Vedrafe’s priesthood as they are defenders of the Nuidya territory) and a crystal for teaching the Physiology life skill (since they will need that skill in combat!)
I also added an OMSP for lights, to go on the same tile as the crystal ball. With Feenwald’s Lamp Hider underneath, I can make it look like the crystal itself is emitting light at night.
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Another Sun&Moon set that will be used here is the griffin set. While most Nuidya keep sacred cats, hunting dogs, and possibly - if they’re high-status clans - dragons, griffins are the companions and mounts of the Vedraloga. The order has four members at the moment, and I’m giving each of them a griffin to care for. After I took this picture, I moved them round to the side of that tent, instead of the back.
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The bones of the training ground: invisible duelling dummies by @nixedsims​ and those archery targets I mentioned before. I put a converted TSM staff between the duel dummies, mostly to help me remember where they are once I turn them invisible.
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I use these five objects to create little household altars. In the middle is one of Buggybooz’ niche repositoried end tables, with the late Sunni’s prayer altar painting on the first slot and a little roof thing that I think was converted from Witcher by lydiasuzanne at PBK (correct me if I’m wrong) on the second slot. On either side is a representation of a sacred animal: the dragon, ancestor of the tribe, on one side and the cat (aka Inge’s teleporter) on the other.
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Entering the combination kitchen and recreation tent, there’s a variety of games for the Vedraloga to play when they’re not training: a card table, probably traded for, in the back left corner; a chess table on the other side of the room; and the one at the front is just a regular table but does have deco dice on it.
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The kitchen half of the tent has a few stone counters, a pitcher for washing pots in, and a chopping board and canning pot. I also placed a cauldron stove, from @fireflowersims​ Glazed Pottery Super Set, over another Sun&Moon fire.
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Round the back of the sleeping tent is where I hide all the not very KS-appropriate hacked objects I need to place on every lot. I have @lazyduchess​‘ Mod Setup flamingo, a batbox turned into the TS4 vampire urn by @shastakiss​, a Season & Weather Control vase from SimWardrobe, @midgethetree​‘s RCC, Cyjon’s debugger, @hexagonal-bipyramid​‘s Trait Randomiser, Inge’s school changer and iCad’s shower/bathtub want fulfiller thingy. Credit where it’s due :)
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Now that I’ve got all the objects I need placed, time to landscape. I added a bit of scrubby terrain paint where the sims are most likely to be walking a lot, a few trees, and a bit of Voeille’s grass around the edges. I also put BOBs around the tent edges, so I don’t get sims’ feet clipping through the rocks holding the tents down.
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I decided that, since I’m turning the ACR and Visitor controllers and the Sim Blender into hydrangea bushes to match the stay-things shrub, I needed an excuse to have lots of them on a lot all year round. So in Kulo Seeri they are known as everblue plants, that flower regardless of the weather or season. I’m a fantasy worldbuilder, I can make all the excuses I want for things not being seasonal.
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And.. done: I’ll be turning the BOBs and training dummies invisible when I actually move sims in, but until then, have this overhead shot. :)
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equinoxts2 · 3 years
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Building Kulo Seeri pt2: Big Crab Rock
That last building ramble went well, didn’t it? The responses really motivated me to get on and do the next one. :)
So here goes: this is a beach lot, close to Teal Camp - the place where young sims go for a moon or so after their rites of passage - and therefore likely to be a hangout for the campers. In the picture below you can see the bits I’ve already placed, as well as my terribly named building hood.
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The beach is known as Big Crab Rock because those three rocks near the edges remind me a lot of crab shells and claws. There might be a legend associated with the rocks but I haven’t come up with one yet.
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First order of business: BOBs around the bits where the rocks come onto the lot itself, followed by placing party stuff on the beach part. There’s a limbo bar, some drums and a bonfire, and some more duel dummies on the grassy bit. I also put Sun&Moon’s sand digging pits and brine rocks on the beach.
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I added berry bushes and herbs around the lot, because being a Teal Camper is a lot like being a uni student, only in Kulo Seeri - I imagine there will be a high demand for snackage, as well as ingredients for the teas that can decrease pregnancy odds.
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Here’s how it looks so far, after a few extra shrubs. It’s mostly pure landscaping and I’m channeling my artistic side rather than getting bogged down in decisions about what should be where. It makes the whole process so much easier!
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I will always hate building, but at least my eye for detail sometimes wins over my laziness now... note the fungi growing on the fir trees in the two above pics. That’s something I’d never have been bothered to do not long ago, preferring to get the “grunt work” over and done with fast. I’m also willing to use building cheats now... boolprop snapobjectstogrid false is my friend when it comes to landscaping wilderness.
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And of course I had to add some mushrooms to go with the other fungi. Not too many, because I do tend to get into “can’t see the lot for the trees” territory when I landscape lots for too long, but they’re there.
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Time for terrain paint... these barnacles add an extra beach-y feel to the areas near the crab rocks. (Note to self: remember to make the BOBs invisible!)
And the finished lot:
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And now... time to put off doing the next lot! :D
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equinoxts2 · 3 years
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Follow-up to my last post: more rambling...
I managed to make a call on genetics - I’ll be leaving eyes and hairs as they are, more or less, but ditching the human skintones in favour of a variety of unnatural skins. Most of the sims in Kulo Seeri will be of dragonkin descent, since my founder Sena Yuleng was a fragment of the Earth Dragon, but will also have varying amounts of elf heritage too. I’m using mostly green and gold tones for my elves (with dark greys and blacks for drow) rather than just making them human-looking but with pointy ears. There are also aetherlings, who have rounded ears but otherwise appear to be elves; voidlings, the Seeriverse equivalent of alien offspring, who can resemble their non-voidling parent but also sometimes have deep blue/tealish skin with star-like markings and sharp teeth; and all of the supernatural states available in game and with CC.
I kicked around the idea of having a summer and a winter camp in separate subhoods, but decided against it because I hate moving sims in and out of lots. I did take that idea and alter it to be summer and winter subhoods for the hunting grounds - Kulo Seeri will stay where it is (in the main hood) all year, but will hunt and forage in different locations depending on the seasons. I’m also considering adding a small village of sims from outside, who have settled in the area to trade and live off the land, so I can use some Sun&Moon farming sets that the sims of KS proper wouldn’t use (and also because events in the last iteration suggest more interaction with outsiders and a few dramatic storylines).
And... done for now. I’m off to simplify my mod cut and place lots. I never thought I’d be so glad to see the inside of Build Mode...
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equinoxts2 · 3 years
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Another ramble about Kulo Seeri
As I play through the last pre-blogging rotation in Kulo Seeri, I’ve been working on ways to turn my perceived simming ”failings” into strengths for me and my playstyle. Here’s the result of my latest bit of inner code poking...
After discussing things with my mum this evening, I came to the conclusion that as a simmer I’m actually guilty of one of my own biggest complaints about (many) neurotypicals: assuming that everyone else (in this case, everyone in KS) is either also neurotypical, or needs to be talked to like they’re a baby. I have been trying to hold my sims to these “standards” of social interaction and behaviour that I’ve been either railing against or bamboozled by (often both at the same time) for most of my life. That led me to think... in a high-fantasy world designed to make sense to me, why would those standards be the default setting?
So here’s what I’m thinking: most humans on Juvash (and most other sentient creatures, for that matter) are somewhere on the autistic spectrum. Ever read or watched an alternate-universe series where some basic assumption of our own world is reversed? This is one of those: a world where roles in most cultures are divided by individual skillsets and passions, not by status or expectations; where bright lights all night and loud background noise in public places are avoided because sensory overload is seriously distressing; where the neurotypical worldview is hardly typical, and those sims are the slightly weird ones who might be picked on for copying others and talking for the sake of talking.
I’ve already established that nearly all of the gods are naturally chaotic and passionate about their spheres of influence. I’m also considering the possibility that the people of Juvash have much lower ACR drives than earthly humans, and a strong bond needs to be present before any of that flirting business starts - maybe even considering an ACR-free mod cut, given that I’m utterly baffled by romance in general. The next iteration of Kulo Seeri will definitely have interests and hobbies play a much greater part in my sims’ lives - meaning I need more hobby and craft clutter, which has actually motivated me to learn object meshing.
My mum says this could actually be one of my game’s biggest strengths. I’m inclined to agree - I did actually play a similar way in the very first Nuidya hood, way before simblr, with my sims tending to have intense interests and equally intense dislikes. It might mean rethinking my mod cut, maybe even a rebuild, but I actually say bring it on! Time to make the fourteenth anniversary edition of Kulo Seeri one that I truly feel enthusiastic about. :)
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equinoxts2 · 4 years
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Progress report on Kulo Seeri: I’m currently in bodyshop - creating the seventeen gods of Juvash (nine down, only the Electria Dragons to go), and recreating the Nuidya pantheon of greater ancestors, to be townies in this version. And I hate making sims from scratch. Not as much as I hate building though. At least the ancestor sims were saved to my external hard drive. :)
My plan is to block townies off most lots most of the time. If I feel a story event calls for it, I might remove the block to see if a god or ancestor will manifest directly in the village, but generally speaking there’ll be specific sites where my sims will be able to speak with them. Also, any sim who dies after living a particularly awesome or memorable life will be resurrected as a ghost and townified, joining the Nuidya pantheon (there are ten of them so far).
With Symbol gameplay reinforcing the idea that they’re marked for tragedy, I’m debating whether to add BDZ - at least Zita - to the ranks of the ancestors in the canon timeline. Her life has been pretty epic... but I'm not sure what exactly she’d be the patron of, since her grandmother Manewa already has the “doomed love” portfolio and Markal zan-Taris called dibs on “god of misfortune” a few builds ago. Branch died by lightning and was reincarnated right away from it, so I might just make her a wandering spirit, searching the world for her lost loves.
It’s getting close to zizz time, so I’ll leave off rambling here and go snooze. :)
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equinoxts2 · 4 years
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Guess what... I’m rebuilding... of my own volition! (I know, who is this simmer and what have they done with VT?!) And I shall now ramble about why and what I’m planning on doing for this rebuild and stuff. (OK, yup, it really is me.)
There are two reasons behind this: first, I wanted to remove some of my custom skins, and I also started the last Kulo Seeri build with just the (defaulted) Maxis skins and eyes to save space and I’ve since regretted that decision. I also don’t trust myself to alter genetics in SimPE in case I bork something.
The other reason: I felt like play was getting a bit repetitive, so the new Kulo Seeri will have each clan living in its own territory (on the same map). I’ll set up apartment lots so I don’t have to do too much building before I can play, and I’ve divided the Desiderata Valley map into six regions: coastal, wetlands, forest, plains and borderlands - each of which will be the home of one of the five clans and will have its own set of resources - and a central town-like thing for gatherings of the clans, trade, and also the households that are outside the clan system, but still integral to the Nuidya lifestyle.
Those households - currently also five - are the headwoman’s household, the shaman’s household, the schoolhouse type thing, Teal Camp (the coming-of-age not-quite-university household), and the Vedraloga (an order of warrior-nuns and protectors of the Nuidya lands).
Aside from that, my five clans are zan-Avira (the former ruling clan of Kulo Seeri), zan-Ave (the smallest clan, all four of them), zan-Ace (on the other end of the spectrum, the largest clan), zan-Carmela (the only non-core clan that has much of a strong identity) and zan-Tia (or, three loosely related clans somewhat united under the leadership of one of my two elders). I’m not sure which region each clan will wind up in, but I do know that it should make my families feel less uniform, let me develop different customs and outlooks for each, and give me the opportunity to have trade and territory disputes and stuff. (Making everyone too nice is one lingering habit from my micromanager days that I’m trying to break.)
Now that I’ve ditched the idea of succession being through the mi-Avira line only and I’m allowing headwomen to choose their own successors, I’m also going to see if I can develop Etan’s Code - the tribal law system the current headwoman has been working on - and figure out what’s actually in it. I’m thinking that when a headwoman leaves the position, she can’t be replaced by someone of her own clan - otherwise one clan could end up with too much power, and now they all have their own turf instead of one single village... :)
PS: Would anyone be interested in my ramblings about the rebuild process? Because I could type all day about this, but my fingertips won’t let me...
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