There's a dominant facial regions section in the SimDNA, although I haven't seen any studies that explains exactly how these work, and indeed if they work. Maybe there's some information about this I don't know about?
This sim, Wende, has a dominant jaw, and her rather distinctive chin indeed got passed to her daughter (who also had dominant jaw) and her grandchild.
Toddlers is the age range I find least rewarding; you can teach them to walk and talk and potty train and nursery rhyme, but none of it really matters after they age up. I wish there was some sort of benefit to those skills that helped the sim later in life. The only things a toddler can do that carries forward is relationship and skilling. And watching a toddler grind on the talking bunny gets old after a while!
Thanks @Corax I already had the link from William, but haven't had chance to test it yet due to being away from home for the day. Very exciting, how marvellous that someone can code something like that just from a conversation we had on here! :lovestruc
I did another tv channel test for the sims, this time they turned out great and they look really good on our sims tvs.
Although this is still a test, since I did not get the volume right. (Many clips require a higher volume.) I guess I'll edit it another day. xD
I also want to make my own videos, but at the moment I'm only editing trailers, since I always thought they had a lot of footage that was ideal for our sims' TVs. (Though I did one about Dina shooting Bella and another about a pregnant sim working out xD).
In this version I have not included trailers with the logo of the game, since I wanted to think of something to cover them, I suppose a logo in simlish or something like that. (They already have low quality to reduce it more xD).
I leave the links in case you want to try them, they work very well in Commercials folder, but you can also distribute them in other channels. I'm waiting to have more to start putting them in different folders.
Thanks @simsample :lovestruc !! I've seen that there are some clips that aren't completely cut, but I'm on the right track, I hope to upload the good version soon. ^^ I love the sony vegas radio effect for the audio, it's quite similar to the original channels of the game. Hopefully more people make custom channels!!
@Corax I have neatness personality and bladder motive penalty for not potty training, and active personality and energy motive penalty for not learning to walk. Talking gives charisma skill and social motive boost for learning, and learning the nursery rhyme gives creativity skill and playfulness personality gains for learning. All relative, so I think that means they get proportional loss/gain for partial learning. Have it in-game but haven't reached the household with toddler yet. Are you playing with it, and if so, what tuning are you using?
@simsample Woah, you went all in with two changes per skill! In your game the stakes are quite high now for learning those skills.
I haven't played with it yet but I'm planning to. The way I understood it, correct me if I'm wrong, the mod comes pre-tuned with William's settings. In that case I would just use the mod with his settings for a while and go from there to figure out what penalties/rewards work best for me. Because I know I'd have a really hard time figuring out what to tune beforehand. I'm especially wary of personality changes because so far I tended to teach most toddlers walking, talking, and potty. So I think I definitely won't add a personality point gain for learning one of these skills anytime soon. Not unless I start to teach toddler skills only when a household member rolls the want to teach a specific skill.
@Corax Yes if I remember correctly from when I was editing the file, it's set up as per the example on the download page. I'm going to have my sims teach the one toddler I currently have some skills, to see if it all works correctly, but I usually only teach them if they roll wants (and I always used to prioritise potty training, as it was the one which helped with day-to-day living!).
@simsample When you say you usually only teach them if they roll wants do you mean everyone except the toddler?
Because in my game the toddlers always roll wants for all four skills. And as soon as learn one they roll for the next one. And since I usually play wants-based, almost all my toddlers end up learning everything.
@Corax Yes, I usually wait until both participants have rolled the want, otherwise I leave them on freewill! So if toddler rolls want to learn nursery rhyme, I'll usually lock it and wait to see if anyone in the family has the want to teach it. It's my new playing style with my new hood, with my old hood I did what I felt like at the time!
@simsample That actually sounds like a great way to do it! I think I'll try that as well, the ultimate wants-based gameplay. And if that works for me, I can even start considering personality changes as a reward for learning these skills. Thanks!
@Corax With my old hood, everyone had secondary aspirations, everyone had all the lifetime aspiration perks, everyone had the best beds and the best stoves. It meant that all sims were permanently happy, well rested and with slow motive decay, and permaplat. It was fine, but a tad boring, so I decided that the secondary aspirations were out, and so were the lifetime aspiration benefits. If sims have a want, such as get a promotion, then I can have them skill or make friends to fulfill that, but otherwise I only skill them if they want it, and sims only have babies if both parties want one. I did have two sims try out kestrellyn's surrogacy mod when they both wished to adopt, though!
They start off with the basic houses I build, and then it's up to the sim to want a better bed or a bubble blower or whatever. I see a lot more 'constructive' autonomous behaviour like cooking or painting, rather than constant annoying each other or fighting like I had in my old hood. It seems to be only the really grouchy sims who pick fights now! So it's a lot more interesting to watch- when sims were always all in the green, they just did trifling things like congratulating each other or smelling the flowers all the time!
So having a permanent motive penalty for not learning to walk or potty train sounds interesting, I'm just not sure if I've done the rate too high! I might be breeding a neighbourhood of incontinents.
@simsample Wow, that is really interesting! I know Maxis probably didn't intend to make a social commentary with this game. But after hearing an account like this, it almost feels like they did.
I'm especially tempted to try out starting off with a basic house and then let their wants take the reins for further upgrades. On that note, do you see a trend in your hood that fortune sims have better houses/furniture than sims with other aspirations?
That's the way I'm playing my game now-if one or the other does not actively want one, the birth control (ACR) stays on and the possibility is 30% (default) for pregnancy.
It keeps down the numbers of children, and I only go for 2 at the most in most families-however, in my medieval hood, I've had to make sure each family has a boy and maybe a 'spare' for the family name to be carried on. I do have the "Triplets and Quads" hack so one family had plenty of both sexes at the same time.
Then the birth control stayed on and no more babies for that family!
The number of kids discussion is interesting because I've been experimenting/playing with the ACR settings.
One problem with ACR in its default state is that every couple will have a high chance to TFB as soon as they are married, even if their ideal number of kids is set to 0 and they are an aspiration type which is supposedly less likely to want kids. The default starting state (when they don't have any kids yet) is set between 40-140% chance depending on aspiration, and most sims in "neutral" aspirations (e.g. popularity, knowledge) will have about an 85% chance to TFB. Personally, I think that's too high. And 40% is also high, considering most couples woohoo multiple times.
This is because the ideal number of kids doesn't start applying a penalty until you already have more than your ideal number. So while I used to do a calculation which was based off someone else's (Maybe Almighty Hat?) method of picking it, I tended to find most people ended up with loads of kids anyway.
So I went through the documentation and did some calculations. I made up four imaginary couples, based on aspiration: Baby-obsessed (Family/Family), Baby-positive (Family/Pop), Baby-neutral (Fortune/Knowledge) and Baby-negative (Pleasure/Romance) - these definitions are based on TwoJeffs' original penalties and bonuses, BTW, not my ideas.
I found when the INOK isn't set, the baby positive couples are likely to have 3-5 kids, the neutral ones 3 (!) and the childfree couples 1.
So I experimented with the INOK and long story short, I worked out some values which I use in my game now. Instead of calculating a specific number of kids, I decide if the sim is likely to be childfree-by-choice (doesn't want any) or one-and-done (have a small family, 1, maybe 2 kids), or wants a standard number of kids (2-4) or wants a large family (4+ kids) and this is how it works out.
One and done = set ideal number of kids to 0. This way, it starts to apply a penalty after having 1 kid. Most couples will end up having 1, maybe 2. The family/family couple might have a "just one more!" mindset and end up with 3.
Standard family = set ideal number of kids to 1. ACR will boost them to have at least 1, but then start penalising them after they have one, limiting them to around 1, maybe 2 for the baby-negative couple, 2-3 for the neutral/positive couples, and 3-4 for the baby-obsessed family.
Large family = set ideal number of kids to 6. Because there are also penalties for existing kids, and those penalties get stronger the older the existing kids are, this is the best way to achieve a good variety. This setting ends up with the baby-negative couple having 3-4 kids, which probably feels like a big family to them, the baby neutral and positive families 4-5 and the baby-obsessed family 4-6. Family sims tend to throw wants to have another baby as well, so I would possibly end up with even more.
I wish I could achieve a bigger variety by aspiration or personality, but I couldn't find a combination which managed this.
But you'll notice, I didn't include the childfree by choice sims. This is because I haven't found a satisfactory solution for them. At first I was putting them on birth control, because the ACR definition said risky pregnancy can still occur when using birth control, but I noticed that actually the birth control sets the sim to can get pregnant = N, and I tested it with a risky chance of 100%, and sims using birth control do not get pregnant via risky woohoo. Hmm. However, they CAN get pregnant, if another sim, not on birth control, initiates the woohoo interaction. I forgot to test this for TFB, but I assume that it's the same. This is annoying.
Anyway, it leaves me without a reasonable solution. Because I want an option that will leave childfree-by-choice sims unlikely to get pregnant, but not impossible. I don't want to modify the TFB pregnancy chance because that changes with age (fertility) however there is no option in ACR to prevent autonomous TFB for a specific sim!
In general, I enjoy mods that allow for spontaneous variety in sim behaviour. I do not like all my sims to behave the same. It's interesting to watch when they are all different. I tend to play a combination of wants, my own idea of what the story for them is, and lots of mini-challenges!
In terms of toddler skills, my toddlers get 8 days so they can have a maximum of 0-8 days until the next age up, but personality has 0-10 points, so I use this. Personality (Outgoing/Active) value [-2] means "At this many days left, you may start teaching this skill" and personality value +2 means "At this many days left, the toddler MUST be taught this skill" By must, I mean, if there is a teen or older on the lot who is not passing out, starving etc they may only teach the toddler instead of doing anything else. Having a RL toddler right now who constantly wants to work on walking instead of doing more reasonable things, like eating or sleeping, I find this to be realistic (ish. Ideally they would learn to walk and talk by themselves.) Potty training is half neat points +1, so they can never be taught potty training before being 2 years old, but there's no max on it since I tend to do that more slowly. I don't use smart milk.
This has the dual effect of varying the speed and whether or not toddlers get taught the skills, and also making toddlers more challenging, since you can usually neglect them in game with absolutely no consequences at all, as long as you throw a bottle at them occasionally.
Once they have their skills I dress them more like toddlers than babies, and they are allowed to graduate to a toddler bed that they can get in and out of by themselves.
I have a sim who's had children twice with two different mothers, both time resulting in twins. I thought it made perfect sense since he's a twin himself, as is his father and aunt, until I realized that since they're Strangetown-sims recreated in CAS from old Pleasantview-sims, the game doesn't actually know that twins run in that family. But I looked in SimPE and the mother of his second two children has a pregnancy modifier token, while in the case of the first birth, I accidentally had the mother of those children eat cheesecake while she was pregnant. So it's just one big coincidence.
Inspiration struck me yesterday for another medieval fantasy location comprising part of the same world as my Westfall/Stormwall locations. These lots usually don't do too well compared to my more contemporary locations (Stormwall's featured status notwithstanding), but I love figuring out the shared fantasy universe (I want to eventually be able to use it as a setting for D&D campaigns as well) and this one will let me start officially figuring out some of the cultural and aesthetic elements of the Adev south of Westfall which is so far still only in my head, so my inner world-building nerd is happy even if my download statistics nerd isn't!
Welcome to the Dark Side...
We lied about having cookies.
I've been adding historical content and defaults to make my game match the time period of my Pleasantview town how it was on being originally founded back in the turn of the 17th century.I've got Pleasantview ancestors coming to live as coloonial settlers in Pleasant Valley which was Pleasantview's original name for it's first 320 years of history.One of the sets of ancestors for the Goth family arrived and taken their homestead.
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