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(UPDATE: 7-JUL-2016) Ingredient Moodlets From Meals + More Filling Kelp & Fish Meals For Mermaids

by icarus_allsorts Posted 20th Feb 2014 at 5:51 PM - Updated 6th Jul 2016 at 5:41 PM by icarus_allsorts : Mod Update
68 Comments / replies (Who?) - 18 Feedback Posts, 6 Thanks Posts
Updates

To users of the Reheat Food In Microwave mod it is recommended to download the most recently updated version as well

7-JUL-2016: If you are also using the Reheat Food In Microwave mod please download its latest version as well or the following feature will not apply
  • Sims will no longer go for leftovers in the fridge if another sim is currently cooking a group meal on the lot
  • Sims with Arsil's Japanese Culture trait will eat with chopsticks instead of forks if you have World Adventures
28-MAR-2016: Sims in China or with the hidden Asian Culture trait will no longer use chopsticks when eating desserts.


Now possible for Vampires eating meals cooked with Plasma Fruit to gain the "Sated" or "Sanguine Snack" moodlets previously only possible when eating raw Plasma Fruit.

Mod Description

This is a script mod which replaces the default interaction sims use to eat meals with a custom version with various tweaks. Mainly
  • allows sims to gain effects and moodlets from the ingredients used in cooked meals AND nectar which normally they wouldn't unless they ate those ingredients raw.
  • makes meals cooked with kelp and/or fish more filling for mermaids (By default, mermaids only gain a quarter of the hunger a meal regularly provides since they are meant to only be satisfied by raw fish and kelp)
as well as other features you can read about below in the More Features section.

Stu Surprise made with Life Fruit and Garlic

Ingredient Moodlets and Effects

When a sim eats a cooked meal, the mod will check the ingredients used in the dish and grant the sim eating the following benefits and moodlets previously only given if the ingredients were eaten raw.

Ingredient (requirements)Moodlets/Effect (requirements)
AppleIncreases chance of conceiving a boy (Pregnant Sims only)
WatermelonIncreases chance of conceiving a girl (Pregnant Sims only)
GarlicGarlic Breath (chance of getting it depends on how much of the meal is made of Garlic) Vampires: Nauseous or Knocked Out
Flame FruitWarm Fuzzies
Life FruitLifespan increased.
Plasma Fruit (Late Night)Vampires: Sated (minimum ingredient quality: Very Nice) / Sanguine Snack (minimum ingredient quality: Outstanding). Non-vampires: Nauseous
Ghost Chilli (Supernatural)Spicy / Too Spicy (ingredient quality below Nice)
Cocoa (Bohemian Garden store set)Chocolate Chuckles (Late Night + at least Normal ingredient quality) / Chocolate Bliss (Chocolate Fountain from the store + at least Excellent ingredient quality)
All Herbs and Coffee Beans (University Life)Corresponding moodlets/effects. The more herbs used the higher the chance of Herb Nausea which cancels out any of their positive effects.
ANY ingredient of your choice (see below for instructions)ANY moodlet of your choice
Notes:
  • Spoiled food will give NO effects except those from Garlic, Ghost Chili and herbs.
  • The effects will stack, so if say a pregnant sim was eating Stu Surprise made with Apple and Flame Fruit, both effects are gained. The exception being Garlic and Plasma Fruit for Vampires - Garlic will prevent them from receiving the Plasma Fruit moodlets.
  • If more than one of the same ingredient was used, the effect is only applied once. For Plasma Fruit and Cocoa, the moodlet given depends on the ingredient of highest quality (For Ghost Chili, the lowest instead).
  • Moodlet duration and strength depend on how much of the meal was eaten (and are reduced further still if the food came from a Resort Buffet Table since sims will continuously grab food from them).
  • Drinking nectar made from any of these ingredients will also provide their effects depending on the percentage of the ingredient used in the nectar. (Note: the Life Fruit and Flame Fruit effects are already coded into the game for nectar so this mod won't add them. Note that the effects of these 2 fruits only apply if the nectar was made by sim with max nectar making skill and if their percentages are above a certain number)
  • Eating Flame Fruit, Ghost Chilli, and any of the extra ingredients raw will also provide the above effects.

In addition you can add any ingredient(s) you would like the mod to take account for and set a moodlet of your choice to give sims eating a meal cooked with that ingredient.


How Mermaid Hunger is Effected

Yes, that's a mermaid in the picture (just realized now that I should have made her eat standing to show her legs at least *facepalm*)
For meals cooked either with kelp or fish from the sea, mermaids stand to gain between 75%~100% of the hunger usually gained by normal sims instead of the default 25%.

With this mod installed, when a Mermaid eats a serving of food, the mod will check the following:


More Features

This mod also modifies the way sims autonomously choose what foods to eat if given a choice.
  • Non-vampires should no longer autonomously choose to eat meals cooked with Plasma Fruit, unless they are literally starving to death and desperate for food.
  • Mermaids are more likely to choose to eat a serving of food cooked with kelp or fish over one that wasn't.
  • Pyromaniacs will prefer foods cooked with flame fruit or have the flaming effect, while mummies will avoid them.

In addition:
  • Pyromaniacs also also gain some fun and energy from eating flaming foods.
  • Ever realize that ice cream popsicles from sources other than the ice cream truck (summoned by genies, from the food synthesizer etc) come in plates forcing sims to eat them using forks? This mod will force sims to pick up such popsicles from their plates and eat them normally instead.
  • Sims will no longer go for leftovers in the fridge if another sim is currently cooking a group meal on the lot
  • Sims will no longer use chopsticks when eating desserts in China or if they have either the hidden Asian/Japanese Culture traits.
  • Sims with Arsil's Japanese Culture trait will eat with chopsticks instead of forks if you have World Adventures

End Notes


Built on Patch 1.63. Should work on patches 1.63 and up

No expansions required, but you will obviously only see the effects for the ingredients available in the base game and the EPs you have installed. Mermaids of course come with IP, but even without that expansion you can still use this mod for it's other benefits.

Since this is a script mod it will not conflict with tuning mods. It will read values from tuning mods like the food multiplier value for mermaids from the OccultMermaid XML for example. If you are also using a mod that changes the value of that multiplier, this mod will just apply the higher one between the modified value and its own calculated one.

Uninstalling: Since the mod replace the eating interaction for sims, you'll have to make sure there are no sims eating in your world at the moment of saving to remove the mod safely (resetting the world using NRaas Master Controller before saving is probably the only practical way). Otherwise, it's hard to say if your save file will load safely without the mod, but NRaas ErrorTrap should be able to catch and reset sims still eating and allow the save to load in that case.

Also have an extra mod that prevents mermaids from eating raw non-sea fish
Mermaids Cannot Eat Non-Sea Fish Raw

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3
Built with Game Version: 1.63.5.024
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
icarusallsorts.EatHeldFoodOverride.rar | Updated 7-JUL-2016

Size: 19.2 KB · Downloads: 12,292 · 6th Jul 2016
19.2 KB 12,292 6th Jul 2016
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
68 Comments / Replies (Who?) - 47 Feedback Posts, 18 Thanks Posts
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Field Researcher
THANKS POST
#2 Old 21st Feb 2014 at 2:04 AM
This is a really detailed mod, and the work you put into it is amazing! I always thought it was total BS that mermaid hunger was really only satisfied by kelp and raw fish, since raw fish is TOTALLY not conspicuous AT ALL.
Field Researcher
THANKS POST
#3 Old 21st Feb 2014 at 6:08 AM
Oh my! This is complex! I'm a bit concerned about the fact that it will run this calculation the first time you grab a plate or put away leftovers. Won't that cause lag in the game? That's the only thing that concerns me.

What I really like about this is the vampire addition. I haven't bothered to play with mermaids (they don't intrigue me, so I probably won't), but I like the changes you made for vampires. It's nice that you added those in as well!
Field Researcher
Original Poster
#4 Old 21st Feb 2014 at 7:46 AM
Quote:
Originally Posted by Amber Lokisdotter
Oh my! This is complex! I'm a bit concerned about the fact that it will run this calculation the first time you grab a plate or put away leftovers. Won't that cause lag in the game? That's the only thing that concerns me.

What I really like about this is the vampire addition. I haven't bothered to play with mermaids (they don't intrigue me, so I probably won't), but I like the changes you made for vampires. It's nice that you added those in as well!


The calculation only runs if it's a mermaid eating the food, and shouldn't be the problem, but the whole adding fish to foods that don't have ingredients may be of concern (didn't experience any actual lag myself, but it might depend on the state of the game). Still, it is only run on foods that weren't actually cooked and only if the recipe requires fish only the first time a serving is taken from it (or the first time a sim attempts to put it in the fridge or the first time you click on it, but once any of these happen it will never happen to that serving of food ever again) so it shouldn't actually run very often (unless you happen to have many resort buffet tables serving sushi in your world since every time they are refreshed by the staff totally new plates of food are created, but again the process runs only when the first time someone grabs a serving from a table and it's not like they refresh the food that often). I guess I'm just trying to stress the situational nature of the mod (which frankly makes it not that useful, but heck after all the time I spent on it I decided to upload it as is!)

If it's still a concern, the process can be turned off in the tunings. I might upload a 'lite' version of the mod later for those not confident to edit the package with S3PE themselves.
Test Subject
#5 Old 21st Feb 2014 at 11:04 AM
Quote:
Originally Posted by icarus_allsorts
The calculation only runs if it's a mermaid eating the food, and shouldn't be the problem, but the whole adding fish to foods that don't have ingredients may be of concern (didn't experience any actual lag myself, but it might depend on the state of the game). Still, it is only run on foods that weren't actually cooked and only if the recipe requires fish only the first time a serving is taken from it (or the first time a sim attempts to put it in the fridge or the first time you click on it, but once any of these happen it will never happen to that serving of food ever again) so it shouldn't actually run very often (unless you happen to have many resort buffet tables serving sushi in your world since every time they are refreshed by the staff totally new plates of food are created, but again the process runs only when the first time someone grabs a serving from a table and it's not like they refresh the food that often). I guess I'm just trying to stress the situational nature of the mod (which frankly makes it not that useful, but heck after all the time I spent on it I decided to upload it as is!)

If it's still a concern, the process can be turned off in the tunings. I might upload a 'lite' version of the mod later for those not confident to edit the package with S3PE themselves.

I didn't say the complexity was a BAD thing, I actually admire you for it. I'm a bit OCD with certain things myself.

Thank you for the response, I have already downloaded and installed it. Seeing as I don't play mermaids, that aspect of it isn't why I would use it, but the vampire / plasma-made food is for me a huge plus. Having vampires grab these mysterious spawning plasma drinks from the fridge has always bothered me, so making things with the plasma fruit and having that appease their thirst appeals to me. (Even if it doesn't make particular sense for a vampire. They don't generally like cooked blood, after all.)
Test Subject
#6 Old 21st Mar 2014 at 8:14 AM
does this work with 1.67?
Field Researcher
Original Poster
#7 Old 21st Mar 2014 at 8:42 PM
Quote:
Originally Posted by samantha8982
does this work with 1.67?


Just patched up today, seems to work fine

New version available!
Test Subject
THANKS POST
#8 Old 23rd Mar 2014 at 6:25 PM
I have been wanting something like this for a while now (ingredients have effects for all sims). Thanks!
Lab Assistant
THANKS POST
#9 Old 4th Apr 2014 at 7:38 AM
This is amazing. Thank you
Mad Poster
#10 Old 11th Apr 2014 at 6:42 AM
do you know about any other potential food mods that might be incompatible with this? my save game never loads when i have this mod installed :/
Field Researcher
Original Poster
#11 Old 11th Apr 2014 at 5:22 PM
Quote:
Originally Posted by christmas fear
do you know about any other potential food mods that might be incompatible with this? my save game never loads when i have this mod installed :/


That's weird. What other mods do you have?
Test Subject
#12 Old 12th Apr 2014 at 3:17 AM
This mod sounds great! I already use your cook with any ingredients mod. I'm having a problem with this one though. I use the NRAAS Error Trap and any sim that tries to eat Pizza gets a script error and is reset. Tested a few other things and it seems to only be pizza that does this to me.
Field Researcher
Original Poster
#13 Old 12th Apr 2014 at 6:51 AM Last edited by icarus_allsorts : 12th Apr 2014 at 7:58 AM.
Quote:
Originally Posted by Darkside43
This mod sounds great! I already use your cook with any ingredients mod. I'm having a problem with this one though. I use the NRAAS Error Trap and any sim that tries to eat Pizza gets a script error and is reset. Tested a few other things and it seems to only be pizza that does this to me.


Thanks for the report, lemme go check on this and I'll get back to you soon

EDIT: Ok uploaded a new version, it should be safe for your sims to eat Pizza now (and baby food and pet foods as well I realized). Thanks for catching this Darkside43
Mad Poster
#14 Old 12th Apr 2014 at 4:18 PM
i don't really have anything that should conflict, but my game is pretty weird in general when it comes to CC. i'll try again just using your mods by themselves
Field Researcher
Original Poster
#15 Old 13th Apr 2014 at 12:44 PM
Quote:
Originally Posted by christmas fear
i don't really have anything that should conflict, but my game is pretty weird in general when it comes to CC. i'll try again just using your mods by themselves


If you can't even start a new game with just this mod alone (preferably the latest version here right now) then that is something I'll have to look into.
Test Subject
#16 Old 13th Apr 2014 at 10:09 PM
Quote:
Originally Posted by icarus_allsorts
Thanks for the report, lemme go check on this and I'll get back to you soon

EDIT: Ok uploaded a new version, it should be safe for your sims to eat Pizza now (and baby food and pet foods as well I realized). Thanks for catching this Darkside43


Awesome! Thanks for getting it fixed so quickly!
Mad Poster
#17 Old 14th Apr 2014 at 8:47 PM
Quote:
Originally Posted by icarus_allsorts
If you can't even start a new game with just this mod alone (preferably the latest version here right now) then that is something I'll have to look into.


turns out it's not your mod, just my game being weird. sorry about that.
Field Researcher
Original Poster
#18 Old 15th Apr 2014 at 5:31 AM
Quote:
Originally Posted by christmas fear
turns out it's not your mod, just my game being weird. sorry about that.


Thanks for informing. Hope you manage to solve your game's weirdness
Test Subject
THANKS POST
#19 Old 16th Apr 2014 at 7:03 PM
Thank you for this mod, it's great for the vampire I have in my current game. I have a quick question about the apples/watermelon benefits you mention. In my game I have used the NRaas Retuner mod to set it so that apples & watermelons do not affect on the gender of the baby. Could you tell me if your mod will pick this up? Or will your mod override the setting so apples & watermelons will affect gender again?

Thanks again for your great mods.
Field Researcher
Original Poster
#20 Old 16th Apr 2014 at 10:50 PM
Quote:
Originally Posted by Kimlupai
I have a quick question about the apples/watermelon benefits you mention. In my game I have used the NRaas Retuner mod to set it so that apples & watermelons do not affect on the gender of the baby. Could you tell me if your mod will pick this up? Or will your mod override the setting so apples & watermelons will affect gender again?.


I assume you changed the value for kGenderOffsetPerFoodEaten in the Pregnancy XML using Retuner? In which case, yes the mod will read the new value you set so you don't have to worry when your sims eat apple or watermelon pancakes
Test Subject
THANKS POST
#21 Old 17th Apr 2014 at 12:46 AM
Yes, that's the value I changed. That's great to know that it will be taken into account. Thank you again.
Test Subject
#22 Old 28th Apr 2014 at 10:28 PM
I love this mod! I was wondering, would it be tough to connect the "chocolate chuckles" moodlet to eating something made with the new cocoa plant? it really bothers me that EA hasn't done anything with it yet.
Field Researcher
Original Poster
#23 Old 29th Apr 2014 at 8:03 AM Last edited by icarus_allsorts : 29th Apr 2014 at 7:38 PM.
Quote:
Originally Posted by DarkWillow76
I was wondering, would it be tough to connect the "chocolate chuckles" moodlet to eating something made with the new cocoa plant? it really bothers me that EA hasn't done anything with it yet.


Should be doable. That's one of the moodlets from the Late Night Bubble Bar isn't it? Lemme look into it.
EDIT: Okay, updated the mod. Since I don't have the cocoa plant I couldn't test to confirm if it works, but theoretically it should. Let me know if it doesn't.
Test Subject
DELETED POST
30th Apr 2014 at 12:39 AM
This message has been deleted by DarkWillow76. Reason: Irrelevant
Test Subject
#24 Old 5th May 2014 at 2:53 AM Last edited by DarkWillow76 : 6th May 2014 at 5:49 AM.
I discovered it works on cooked food only. eating a cocoa bean, a strawberry, or a banana in its raw state does not produce moodlets. I had no idea if this was intentional or not. just in case you meant for the raw foods to have the assigned moodlets I thought I would let you know. BTW having this mod installed along with the "cook with any ingredients" mod is working out really great! :-)
Field Researcher
Original Poster
#25 Old 7th May 2014 at 6:05 PM
Quote:
Originally Posted by DarkWillow76
I discovered it works on cooked food only. eating a cocoa bean, a strawberry, or a banana in its raw state does not produce moodlets. I had no idea if this was intentional or not. just in case you meant for the raw foods to have the assigned moodlets I thought I would let you know. BTW having this mod installed along with the "cook with any ingredients" mod is working out really great! :-)

Yea, eating raw ingredients is a separate interaction which this mod doesn't modify, EA never intended for those ingredients to give any moodlets it seems. I guess you can consider the extra moodlets a 'reward' of sorts to sims who took the effort to cook the meal with the ingredients with this mod? Glad to hear you're enjoying both mods
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