It usually takes one or two days for this to happen. When a sim exceeds this maximum, the mod will initiate the trigger Death instance for the sim. The maximum age an elder sim can live beyond the age-length.
These steps will affect all sims in town unless you indicate Castes to Allow or Disallow.įrom City Hall or a Computer>NRaas>Story Progression>Town Options>Death:Allow Aging should be set to True.ĭeath:Cumulative Chance of Death>Default is 0 - anything higher will force a new chance each day for your sim.ĭefines a cumulative percent chance for each sim-day a sim exceeds the maximum elder age that is added to the EA Standard daily chance roll.ĭeath: Maximum Number Elder Days>-1 meaning the function is disabled Story Progression and the Population Module is required
To change back to human go to the same route except go to remove occult. Nraas>MC>intermediate>add occult (pick a ghost type) Add occult of ghost to a sim with Master Controller. Once at the hospital, the "Deaths \ Push Death Chance" option defines the random chance that the sim will die as a result of their injury. Once the option is active, whenever a death-inducing scenario fires, such as an Arson, or Smash scenario, there is a chance for the target sim to be sent to the hospital as part of the story. Since it is the Personality scenarios that perform the various death inducing actions, the "Death \ Allow Push Death" option is only available when you have one of those optional modules installed, and by default is "False". However, unlike EA's version, there is a reason behind the death, rather than simply "so many sims must die if you have this large a town". StoryProgression has the functionality to push deaths on sims. These are purely random incidents, that normally only occur to the active family since the inactives tend to be reset automatically if they get into trouble.
Sims are prone to accidents that can cause their death, such as electrocuting themselves while repairing, or drowning in a pool.