Pet Fighting Skill
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Uploaded: 4th May 2022 at 11:14 AM
Updated: 14th Feb 2024 at 3:19 AM
Updated: 14th Feb 2024 at 3:19 AM
Update 1.4 Feb-13-2024
- Reduced the decay multipliers applied to Energy and Hunger when wound moodlets are active
- Wound motive decay multipliers are now tunable
- Pets that get a Starving moodlet at the same time as a Grave Wound moodlet will die/recuperate. Previously I thought I had them dying instead of the Social Worker being called, but that wasn't actually working.
- A bug that caused pets to increase their Fighting skill long after the fight was over should be fixed.
- Pets learning Fighting by using the Play Chase interaction were only gaining skill when they were doing the chasing. They should now gain skill whether chasing or being chased. This should make them gain skill twice as fast, which is what I meant to do.
Update 1.3 June-2-2023
- Made wound and recuperate durations tunable. There is now a "Tunables" resource in the package. This should give options to players running different length lifespans or just wanting to change the difficulty of the mod
- Updated the death and recuperate animations
- Changed the effect used for bleeding wounds
Update 1.2 May-6-2022:
- Fixed non-English strings
- French translation!
Update May-4-2022:
- I forgot to actually upload the version of the mod that allows death from wounds. Now it's available!
- Fixed small issue with percentages displaying incorrectly on skill journal
Hello pet enthusiasts!
After my Cat Fishing Skill release, my next installment in my Pets Expansion Expansion is a Fighting skill. This turned out to be about 50x more complicated than fishing. In the interest of ever releasing it, I had to trim out my ideas for humans to train and direct pets fighting. Someday, maybe, there will be another release with that feature.
Features this mod does have:
Pets have a fighting skill. The Skill journal has stats and achievements. The first level is learned from chase interactions (both mean and play) or from another pet initiating a fight. Kittens can gain skill from play, though the skill won't appear until they age to adult.
Fights have winners and losers. Winner is a trait-weighted roll between the fighting skills of the two pets or, if the opponent is a human, a trait-weighted roll between fighting and martial arts. Winner gets an extra bonus to their skill gain.
Fight can generate three levels of wounds: mild, serious, and grave. The fight skill also affects the probability and severity of wounds the pet might incur. Each wound moodlet speeds up Energy and Hunger decay scaled to the wound level. Wounds are stackable (i.e. a pet can have more than one of the same wound moodlet with the effects adding to each other). You can really mess yourself up if you won't stop fighting.
Serious and grave wounds have a visual effect adapted from the Soaked effect, but colored red for blood. This is very subtle in a screenshot, as I showed with the large dog above. It's easier to see when animated. The visual effects also stack, so if the pet has a lot of wounds, they could become a waterfall of red drops.
There is a tunable option for pets to die of wounds. A pet will succumb to wounds if it passes out with a serious or grave wound active OR if it loses a fight with a grave wound active. If death is turned on, this means the pet will die, using the Mummy Curse ghost shader. If death is turned off, the pet will receive an uncancellable Recuperating moodlet and sleep for 12 hours, after which all wound moodlets will be gone. (Tunable by kAllowPetDeath value in the Loader XML resource.)
I have uploaded two versions of the mod: The default has pet death off. The "AllowPetDeath" version does what it says.
Social Worker is disabled for starving while there is a Grave Wound active. If the pet starves to death, it will also die or recuperate.
The Attack human interaction has been expanded to include dogs as well (seriously, what did the devs have against cats??) It now has a winner and a loser with some animation, gains pet Fighting skill and human Martial Arts skill, and it compares those skills to roll the winner. This is more an annoyance for humans. Neither side can get wounds, though humans can get the vanilla game Shredded Dignity moodlet.
New interaction: Chase Off Lot -- starts a Chase Mean interaction that checks against intimidation (trait scored, weighted by Fighting skill) at every stage. Can be initiated by a pet with Fighting skill against pets or humans. It has three outcomes: the target runs home, there is a fight and the target runs home if it loses, or the target turns the tables and starts chasing the actor. Pets can chase either other pets or humans. Sims cannot be chased off their home lot.
New interaction: Take to Vet. This can be initiated by a human to any pet with a wound. The human escorts the pet to the nearest Hospital rabbithole, where the wound moodlets are removed. The cost is currently ยง200. The pet and human should have a big relationship boost. Right now, this interaction always succeeds, though I'm considering changing it in the future to require a small relationship, about what is required to succeed at Sniff Hand.
- Reduced the decay multipliers applied to Energy and Hunger when wound moodlets are active
- Wound motive decay multipliers are now tunable
- Pets that get a Starving moodlet at the same time as a Grave Wound moodlet will die/recuperate. Previously I thought I had them dying instead of the Social Worker being called, but that wasn't actually working.
- A bug that caused pets to increase their Fighting skill long after the fight was over should be fixed.
- Pets learning Fighting by using the Play Chase interaction were only gaining skill when they were doing the chasing. They should now gain skill whether chasing or being chased. This should make them gain skill twice as fast, which is what I meant to do.
Update 1.3 June-2-2023
- Made wound and recuperate durations tunable. There is now a "Tunables" resource in the package. This should give options to players running different length lifespans or just wanting to change the difficulty of the mod
- Updated the death and recuperate animations
- Changed the effect used for bleeding wounds
Update 1.2 May-6-2022:
- Fixed non-English strings
- French translation!
Update May-4-2022:
- I forgot to actually upload the version of the mod that allows death from wounds. Now it's available!
- Fixed small issue with percentages displaying incorrectly on skill journal
Hello pet enthusiasts!
After my Cat Fishing Skill release, my next installment in my Pets Expansion Expansion is a Fighting skill. This turned out to be about 50x more complicated than fishing. In the interest of ever releasing it, I had to trim out my ideas for humans to train and direct pets fighting. Someday, maybe, there will be another release with that feature.
Features this mod does have:
Pets have a fighting skill. The Skill journal has stats and achievements. The first level is learned from chase interactions (both mean and play) or from another pet initiating a fight. Kittens can gain skill from play, though the skill won't appear until they age to adult.
Fights have winners and losers. Winner is a trait-weighted roll between the fighting skills of the two pets or, if the opponent is a human, a trait-weighted roll between fighting and martial arts. Winner gets an extra bonus to their skill gain.
Fight can generate three levels of wounds: mild, serious, and grave. The fight skill also affects the probability and severity of wounds the pet might incur. Each wound moodlet speeds up Energy and Hunger decay scaled to the wound level. Wounds are stackable (i.e. a pet can have more than one of the same wound moodlet with the effects adding to each other). You can really mess yourself up if you won't stop fighting.
Serious and grave wounds have a visual effect adapted from the Soaked effect, but colored red for blood. This is very subtle in a screenshot, as I showed with the large dog above. It's easier to see when animated. The visual effects also stack, so if the pet has a lot of wounds, they could become a waterfall of red drops.
There is a tunable option for pets to die of wounds. A pet will succumb to wounds if it passes out with a serious or grave wound active OR if it loses a fight with a grave wound active. If death is turned on, this means the pet will die, using the Mummy Curse ghost shader. If death is turned off, the pet will receive an uncancellable Recuperating moodlet and sleep for 12 hours, after which all wound moodlets will be gone. (Tunable by kAllowPetDeath value in the Loader XML resource.)
I have uploaded two versions of the mod: The default has pet death off. The "AllowPetDeath" version does what it says.
Social Worker is disabled for starving while there is a Grave Wound active. If the pet starves to death, it will also die or recuperate.
The Attack human interaction has been expanded to include dogs as well (seriously, what did the devs have against cats??) It now has a winner and a loser with some animation, gains pet Fighting skill and human Martial Arts skill, and it compares those skills to roll the winner. This is more an annoyance for humans. Neither side can get wounds, though humans can get the vanilla game Shredded Dignity moodlet.
New interaction: Chase Off Lot -- starts a Chase Mean interaction that checks against intimidation (trait scored, weighted by Fighting skill) at every stage. Can be initiated by a pet with Fighting skill against pets or humans. It has three outcomes: the target runs home, there is a fight and the target runs home if it loses, or the target turns the tables and starts chasing the actor. Pets can chase either other pets or humans. Sims cannot be chased off their home lot.
New interaction: Take to Vet. This can be initiated by a human to any pet with a wound. The human escorts the pet to the nearest Hospital rabbithole, where the wound moodlets are removed. The cost is currently ยง200. The pet and human should have a big relationship boost. Right now, this interaction always succeeds, though I'm considering changing it in the future to require a small relationship, about what is required to succeed at Sniff Hand.
Filename | Type | Size |
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PetFightingSkill-allowdeath-1.4.zip | zip | |
PetFightingSkill.package | package | 1854882 |
Filename | Type | Size |
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PetFightingSkill-nodeath-1.4.zip | zip | |
PetFightingSkill.package | package | 1854877 |
Instructions:
Custom installation instructions! READ ME!
In addition to the normal installation instructions, this download also has a custom instruction, as follows:
Basic Download and Install Instructions:
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. NOTE: If you remove a custom skill mod that you have been using in a save, you must remove all points in the skill from sims in the save or the save may not load afterward. The best way I know to do this is with NRaas MasterController.
Need more information?
Please make sure to read it before commenting that it doesn't work. :)
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. NOTE: If you remove a custom skill mod that you have been using in a save, you must remove all points in the skill from sims in the save or the save may not load afterward. The best way I know to do this is with NRaas MasterController.
Need more information?
- For a full, complete guide to downloading complete with pictures and more information, see: Game Help: Downloading for Fracking Idiots.
- Custom content not showing up in the game? See: Game Help: Getting Custom Content to Show Up.
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PetFightingSkill-nodeath-1.4.zip
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Uploaded: 14th Feb 2024, 1.21 MB.
1,282 downloads.
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PetFightingSkill-allowdeath-1.4.zip
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Uploaded: 14th Feb 2024, 1.21 MB.
2,014 downloads.
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For a detailed look at individual files, see the Information tab. |
Install Instructions
Basic Download and Install Instructions:
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. NOTE: If you remove a custom skill mod that you have been using in a save, you must remove all points in the skill from sims in the save or the save may not load afterward. The best way I know to do this is with NRaas MasterController.
Need more information?
1. Download: Click the download link to save the .rar or .zip file(s) to your computer.
2. Extract the zip, rar, or 7z file.
3. NOTE: If you remove a custom skill mod that you have been using in a save, you must remove all points in the skill from sims in the save or the save may not load afterward. The best way I know to do this is with NRaas MasterController.
Need more information?
- For a full, complete guide to downloading complete with pictures and more information, see: Game Help: Downloading for Fracking Idiots.
- Custom content not showing up in the game? See: Game Help: Getting Custom Content to Show Up.
Also Thanked - Users who thanked this download also thanked:
Packs Needed
For a full list of packs with names, see the Packs Needed popup.
Other Information
Type:
– Social
: Mods affecting social interactions and relationships between sims
– Skilling
– Additional Functionality
: Mods which add brand new functionality to the game
Packs Needed
Base Game | |
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Sims 3 |
Expansion Pack | |
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Pets |
About Me
Cat Lover, Computer Whiz, Childish, Neurotic, Nurturer, Excitable (one extra trait for college degree)
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