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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[edit | edit source]

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[edit | edit source]

About Interests[edit | edit source]

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?[edit | edit source]

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?[edit | edit source]

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?[edit | edit source]

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?[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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?[edit | edit source]

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
No speech bubble, just some text in the upper right corner

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?[edit | edit source]

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?[edit | edit source]

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?[edit | edit source]

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?[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Check Sim Out[edit | edit source]

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[edit | edit source]

Kiss Hand[edit | edit source]

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[edit | edit source]

Bleh!!![edit | edit source]

Vampires can freak normal sims out

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[edit | edit source]

Sims can annoy other sims by throwing their drink at them

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[edit | edit source]

This section covers both the slow dance interaction and each subinteraction. Slow Dance and its subinteractions are autonomous.

Slow Dance[edit | edit source]

Availability

  • Daily above 30 and lifetime above 15

Acceptance is based on these rules.

Slow dances are a new romantic social
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

Outcomes

  • Accepted
    • Both sims daily rise by 8
  • Rejected
    • Sim As daily falls by 4
    • Sim Bs daily falls by 3

Dance Close[edit | edit source]

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

Outcomes

  • Accepted
    • Sets love and/or crush
    • Both sms daily rise by 8
  • Rejected
    • Sim As daily falls by 4
    • Sim Bs daily falls by 1

Head On Shoulder[edit | edit source]

Availability

  • Sims are engaged in slow dance and lifetime above 20

Acceptance is based on these rules.

Put your head on my shoulders
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

Outcomes

  • Accepted
    • Sets love and or crush
    • Sim As daily rises by 5
    • Sim Bs daily rises by 6
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 5
    • Sim Bs daily falls by 7
    • Both sims lifetime fall by 1

Lower Hands[edit | edit source]

Availability

  • Sims are slow dancing, daily above 45 and lifetime above 35

Acceptance is based on these rules.

Go that one step further
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

Outcomes

  • Accepted
    • Crush and/or love set
    • Both sims daily rise by 10
    • Both sims lifetime rise by 2
  • Rejected
    • Both sims daily fall by 8
    • Sim As lifetime falls by 2
    • Sim Bs lifetime falls by 3

Smooch[edit | edit source]

Availability

  • Sims are slow dancing, daily above 65, lifetime above 45 and crush established

Acceptance is based on these conditions.

Now we're really getting romantic
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

Outcomes

  • Accepted
    • Love set
    • Sim As daily increases by 13
    • Sim Bs daily increases by 11
    • Both sims lifetime increase by 2
  • Rejected
    • Sim As daily falls by 11
    • Sim As lifetime falls by 2
    • Sim Bs daily falls by 12
    • Sim Bs lifetime falls by 3

Talk Interactions[edit | edit source]

About Grilled Cheese[edit | edit source]

Some sims can be so obsessed with grilled cheese sandwhiches

Availability

Only accepted if:

  • Sim B has Grilled Cheese aspiration or
  • Sim Bs Nice rating >5

Outcomes

  • Accepted
    • Sim As daily rises by 5
    • Sim As lifetime rises by 1
    • Sim Bs daily rises by 4
    • Sim Bs lifetime rises by 2
  • Rejected
    • Sim As daily falls by 10
    • Sim As lifetime falls by 1
    • Sim Bs daily falls by 7
    • Sim Bs lifetime falls by 2

Bad Mouth[edit | edit source]

Availability

  • Sim A is furious at a third-party sim

Acceptance is based on these conditions.

Sims remember some events grudgingly
Mood Daily Lifetime Nice
N/A >15 >10 >7
>-10 >15 <10 >7

Outcomes

  • Accepted
    • Sim B loses points with Sim C
    • Both sims daily rise by 5
  • Rejected
    • Sim As daily falls by 3
    • Sim Bs daily falls by 6

Object-based Interactions[edit | edit source]

The following interactions are socials that require two sims to be using to access these interactions.

Booths[edit | edit source]

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[edit | edit source]

Availability

  • Sims are using a dining booth, daily above 35 and lifetime above 25

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

Outcomes

  • Accepted
    • Crush and/or Love set
    • Sim As daily rises by 6
    • Sim Bs daily rises by 10
    • Both sims lifetime rise by 2
  • Rejected
    • Both sims daily fall by 10
    • Sim As lifetime falls by 3
    • Sim Bs lifetime falls by 2

Entertain...Toast[edit | edit source]

Availability

  • Daily above 20 and lifetime above 10

In this interaction, it is Sim C(any third sim sitting down) that must accept. Acceptance is based on these rules.

Toasting is a social that can fulfull wants
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

Outcomes

  • Accepted
    • Sim As daily rises by 6
    • Sim Bs daily rises by 10
  • Rejected
    • No penalty

Flirt...Caress Hands[edit | edit source]

Availability

  • Daily above 55 and lifetime above 30

Nice sims may do this autonomously. Acceptance is based on these rules

The night can get very romantic
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

Outcomes

  • Accepted
    • Love and/or crush set
    • Sim As daily rises by 9
    • Sim Bs daily rises by 10
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 9
    • Sim Bs daily falls by 8
    • Both sims lifetime fall by 2

Flirt...Feed a Bite[edit | edit source]

Availability

  • Food on the table, daily above 35 and lifetime above 25

Acceptance is based on these rules.

A new food-based interaction in the game
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

Outcomes

  • Accepted
    • Love and/or crush set
    • Sim As daily rises by 10
    • Sim Bs daily rises by 9
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 8
    • Sim Bs daily falls by 6
    • Both sims lifetime dcrease by 1

Hot Smooch[edit | edit source]

Availability

  • Sims are using booth, daily above 60, lifetime above 45 and crush set.
A form a kissing, unique to dining booths

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

Outcomes

  • Accepted
    • Love and/or crush set
    • Sim As daily rises by 13
    • Sim Bs daily rises by 11
    • Both sims lifetime rise by 2
  • Rejected
    • Sim As daily falls by 11
    • Sim As lifetime falls by 2
    • Sim Bs daily falls by 12
    • Sim Bs lifetime falls by 3

Irritate...Throw Drink[edit | edit source]

See above under Irritate interactions.

Kiss...Blow Kiss[edit | edit source]

Availability

  • Daily above 25 and lifetime above 15

Accpetance is based on these rules.

Sims can blow kisses to one-another
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

Outcomes

  • Accepted
    • Both sims daily rise by 8
    • Both sims lifetime rise by 1
  • Rejected
    • Both sims daily fall by 6
    • Both sims lifetime fall by 1

Love Talk[edit | edit source]

Availability

  • Daily above 40 and lifetime above 25

Acceptance is based on these rules.

Ignore the icon above the sims. It's the result of a previous interaction
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

Outcomes

  • Accepted
    • Sim As daily rises by 6
    • Sim Bs daily rises by 8
    • Both sims lifetime rise by 1
  • Rejected
    • Sim As daily falls by 7
    • Sim Bs daily falls by 8
    • Both sims lifetime fall by 1

Play...Steal a Bite[edit | edit source]

Another food based social

Availability

  • Food on the table

Acceptance is based on these rules.

Mood Daily Nice
>-10 >55 N/A
>-10 36-55 >6
>-10 1-35 >4

Outcomes

  • Accepted
    • Sim As daily increases by 5
    • Sim Bs daily increases by 3
  • Rejected
    • Sim As daily falls by 3
    • Sim Bs daily falls by 4

Play...Throw Food[edit | edit source]

Some sims get very playful on the dining table, even in public

Availability

  • Food on the table

Acceptance is based on the same rules on Play...Steal a Bite. If the other sim is playful then he or she might throw food back.

Outcomes

  • Accepted
    • Both sims daily rise by 8
    • Bith sims lifetime rise by 1
  • Rejected
    • Both sims daily fall by 6
    • Both sims lifetime fall by 1

Propose...Surprise Engagement[edit | edit source]

Availability

  • Daily above 75 and lifetime above 70
Sims can now propose on the dining table

This interaction 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

Outcomes

  • Accepted
    • Both sims become engaged
    • Sim As daily rises by 6
    • Sim Bs daily rises by 9
    • Both sims lifetime rise by 3
  • Rejected
    • Sim As daily rises by 15
    • Sim As lifetime rises by 5
    • Sim Bs daily rises by 8
    • Sim Bs lifetime rises by 4

Dining Chairs/Barstool[edit | edit source]

All subinteractions are marked by a chair-shaped icon. These socials are profiled above.

Espresso Bars[edit | edit source]

If you own The Sims 2: University then you will have access to a new interaction

Buy Espresso For[edit | edit source]

It all starts with the question "Do You Want Coffee?"

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[edit | edit source]

Dare to Peek[edit | edit source]

Availability

  • Coffin on the lot

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

Outcomes

  • Accepted
    • Sim B performs peek interaction on the coffin.
      • If Sim B is creeped out, then Sim A gets fun.
      • If Sim B is frightened, he or she may get bladder faliure and Sim A gets more fun
      • If Sim B is scared to death then Sim A gets no fun
    • Sim As daily rises by 9
    • Sim As lifetime rises by 1
    • Sim Bs daily rises by 4.
  • Rejected
    • Sim As daily falls by 10
    • Sim As lifetime falls by 3
    • Sim Bs daily falls by 7
    • Sim Bs lifetime falls by 2

Other[edit | edit source]

Sims can smustle with each 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
  • Cars:Cars contain many subinteractions. They include: Kiss, Make Out and WooHoo/Try for Baby. They have the same acceptance and relationship conditions as these interactions in The Sims 2.