It seems like it's been settled, but I can definitely confirm that getting skill points out of a date is a normal game feature having nothing to do with mods/cc. I know this because the very first time I ever ran a date -- back shortly after I decided to try actually playing the game instead of just building in it, when I had absolutely no gameplay-changing mods whatsoever -- my Sim got a Cleaning point out of her date, who happened to be another playable that I knew had max Cleaning points. So...yeah. It's in the code somewhere. I don't recall if that particular date was a good one or not, since this was like 8 years ago, so I don't know if the date has to be good in order to get the point. Also, I've only ever gotten cleaning points out of dates (and, like gummilutt said, outings), so I don't know if it's possible to get other kinds of points.
And I've also gotten career promotions out of dates. As in, one of my Sims will go on a date and then the next day, when they return from work, there's a promotion (when I wasn't expecting one and the Sim in question didn't have the required skill points) and a pop-up that says that their date from the previous night "pulled some strings" and got them a promotion. I think (although I'm not sure) that this will only happen if your playable and their date are in the same career track and the date is higher-up in the track than your playable. So...Yeah, all normal game features, whether you want to believe it or not. |
Thank you, iCad! You and gummilutt do remind me that I've also seen points gained for outings, though I don't do those nearly as often as dates. So it may only have been once or twice that that happened.
I've had dating almost since I started playing, and because I like for my sims to date (even when married---they date their spouses, mostly...some are exceptions, of course!), I run them a lot. For example, any high-achieving sim of mine (I use calculations like those of Katya Stevens or lauratje86 to figure that; I know joandsarah77 uses a system like that too) who has the Woohoo with 20 Different Sims want generally will get it, and since woohoo can be tiring, I make sure it all happens on dates, for the motive refresh. So I've done that LTW alone a bunch of times, which means I've done a ridiculous number of good, great, and Dream dates. The 50 Dream Dates one is a bit more wearing, especially if they're partnered (no fresh conquests; I don't want to give sims dozens of cheating memories, unless they really seem to want it themselves). But I've done it once too and got most of the way there a second time. My guess is that because the skillpoint gain is not a common date result, it's just a matter of numbers: the more dates you run, the more likely you are to see it. One thing I'm looking forward to finding out is whether it and other outcomes, like the promotion one iCad mentions (I've gotten that too, the next workday!) can happen on bad dates. |
My sims never get skill points after a date. Well they don't date much in my game.
Q: I play Raynald Martains' household yesterday and one of the members bought a small dog at my owned pet shop. The generated dog was a senior (I quit without saving thrice). I'm sure that I have a mod which prevents getting old generated pets unless I'm imagining things. I was unable to recall the name of the mod so I'm now wondering if it really exists. I used the Simmanipulator to age the pet to adult. |
Hm. I have not come across such a mod before, but I have not really looked, either. I do know it's a common preference, not to have pets start as elders. So I suspect it will indeed take some searching to find this mod, if someone has made one.
I doubt it will help for buying pets at pet shops, but in case it is useful, I thought I'd mention that in SimPE, I went in and changed the ages of all elder pets in the Adoptable Pets family back to adult. Though of course that is a method that has to be repeated regularly, especially because I have Pescado's nostrayregen in, which means that existing strays also are transferred to the adoption pool when it runs low. |
Quote: Originally posted by natboopsie
I could very well be wrong, but it would make sense that since skill point and promotions are date rewards, they probably only happen as a result of good dates, kind of like how the others -- like bouquets and love notes and extra dropped-off gifts -- only happen as a result of good dates. (Aside from flaming bags of poo, of course. ) I'm guessing they probably don't have to be dream dates, but it would make sense they'd have to be better than so-so. Also, since these are things that only seem to happen relatively rarely, it might be kind of hard to test, although you could stack the deck a little by making the date have maxed points in all skills and to put him/her in the same career as your test playable, at a higher level than your test playable. I'd be interested to know if other points than cleaning are possible to acquire. In all my years of playing and running many, many dates and outings, I've only ever gotten cleaning points.... All that being said, if one wanted to look "under the hood" into the coding for this stuff, it seems to me that it'd be similar in location and coding to all the other date rewards, wherever they are. I am not a good enough modder to know where that is. I just do simple object mods, after all. |
I have gotten a point in a different skill than cleaning only once as a date reward, that I can recall. I was amused particularly, since of course that sim did need a Cleaning point for promotion! So I cannot even remember what the other skill was, but I know it is possible.
ETA: And yes, I agree with you that it is most likely it only happens on a date that's at least decent, not bad. Exactly, it seems like a bear to test in game, and apparently it's also not in the most obvious place to look, so it's certainly far above my head as well to check the code for. Fortunately, gummilutt said earlier that she'd be willing to look into it in the code directly this summer, so I've got it noted down now to remind her, as she suggested. Oh, no, why would anyone say that I'm obsessive about this game? |
Quote: Originally posted by natboopsie
Gummilutt has no self-control and is also very obsessive about the game, so she just spent the last 40 minutes digging and will be posting her results when she's done. She's also being obnoxious and talking about herself in third person |
Quote: Originally posted by natboopsie
If I had to guess, I would say the date had to at least be good, but I can't swear to anything. It just doesn't happen very often so I never paid too much attention to the specifics. Sorry. |
[QUOTE=BoilingOil]I have just examined a rather lengthy BHAV that is responsible for your sim ending the date with the other. For anyone who wants to verify my results - assuming they know how to do that - it's Group 0x7F9EE20D, instance 0x00002019 - "End - Date".
The code in there does several things: satisfy related wants, distribute memories, and determine what type of date reward OBJECT is given. Nothing more, nothing less, nothing but. If there were any chance of this code giving either sim a skill point as a result of the date, then there should be at least a single call into the skill-gain globals. But there isn't one!I Sorry for the double post, but I don't know how to edit my post with a quote from more than one member. The pop up I get doesn't refer to a tidy date. It says something like, you never know what you are going to pick up. From this date you get 1 cleaning point. So, it's definitely tied to the date itself. As to the code, I can't explain it. Code scares me. But through the years, I've had it happen more than once. Edit: here's the quote from the wickie: Reward Objects. These objects are the most common rewards that will be given to Sims according to their date score: Dream Date: Bouquet of flowers Great Date: One single flower Good Date: Love letter Bad Date: Hate letter Horrible Date: Flaming Bag of Poo Instant Promotion. If Sims' date is on the same career track with higher level, Sims may be rewarded instant promotion. Sims will be notified if they have been helped after they go home from work. Restaurant Coupon. If the date involves dining at a restaurant, there's a chance that Sims will be given a restaurant coupon the next day.[1] Skill Point Award. If Sims' date has high particular skills, Sims may get an instant skill point just after the date ends. Skipp Point Award. If Sims' date has high paarticular skills, Sims may get an instant skill point just after the date ends. |
Just so, smorbie!
ETA: Darn, today I keep posting before I mean to. @Essa, I looked through the archive of all of dizzy's mods, plus the archive of all of jfade's mods (actually in the very next post after the one I linked), and I did not find anything like what you have asked for. Just wanted to let folks know where I had looked. |
So from what BO said, I would say that while the "regular" reward objects (bouquets and letters and such) are controlled by the one BHAV, there is something else somewhere that controls the extra gifts, skill point, promotions, restaurant coupons, etc., which are all absolutely date/outing-linked. This would make intuitive sense since the "regular" objects are guaranteed to happen as a result of every date, without fail. The others are conditional and not necessarily linked to the success level of the date, either triggered by random chance or when certain are conditions are met, like dating a Sim with a lot of a certain skill point or one who's in the same career track at the playable. In addition, since those other rewards are available for outings as well, and not just dates as the bouquets and letters are, it would make sense that they wouldn't be part of the End Date BHAV.
Quote: Originally posted by gummilutt
You do know that talking about yourself in third person is a classic symptom of dissociation, right? iCad thinks you ought to have your head examined. |
Quote: Originally posted by natboopsie
@natboopsie Thank for looking. I did a quick search through my downloads folder and even check my Pes' hacks folder (I also have a file with the description of his hacks). It seems my memory failed me. I don't seem to find anything with Google. Well good thing I have a turnaround in case my sims decide to buy a pet. |
Quote: Originally posted by iCad
Nonsense, I am the most mentally sane person there ever was I'm not crazy at all! |
To anyone who's been following the debate about whether skill points can be gained as a date-ending result, gummilutt has posted detailed results here of her foray into the game's code to see.
@gummilutt I hope you don't mind that I have done this! I am thrilled that it's resolved. And as someone who prolifically posted during the debate but really only about that topic, thanks to everyone in this thread for their patience. I realize that the discussion rather overwhelmed this thread at times. She was very wise to move it out, and I apologize for my part in helping the topic to take over unnecessarily here. |
Quote: Originally posted by iCad
Thanks for your prompt reply iCad, I just had a chance to fire up my game and test out your suggestions; 1) Unfortunately, it's not possible for adults to get teen/elder careers through the SimBlender - the Careers function only assigns regular adult jobs for adult sims, and teen/elder jobs to teen/elder sims. 2) Your workaround to move in a playable family to evict a non-playable apt neighbor was great! In conjunction with Nysha's mod, while I'm playing this new playable family the other apartments remain vacant. Thanks for your help |
Since my sims do a lot of dating, some have gained cleaning and charisma skills from it. It's possible a body skill may have been gained, I would assume it was from all that dancing they usually do, maybe from smustle. I do remember a body skill from something other than the normal skills, just guessing it may have been a date.
I remember once, a long time ago, Johnny Smith got a promotion because Tank Grunt pulled some strings. Since they were not dating, as each had their own girlfriend, I'm not quite sure what brought that about. |
Normally I'd say AL secret network benefit, but isn't Tank Grunt a playable? *is very bad with premades*
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Yes, he's a pre-made in Strangetown, son of General Buzz.
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Yes Brandi does have a blonde hair recessive gene @Bigsimsfan12
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I think it may be quite natural for Fortune Sims to roll a want for a skill point if they need on for a promotion while on a date, actually, because they will probably think it is more important than the date anyway. I think knowledge Sims are for once not guilty
I agree with gummilutt: Once in a while a Sim obtains a skill point during an outing with a group of people - (hanging around with fit people and he gets a body skill point; hanging around with creative people and he gets a creativity point), so perhaps if the date is very neat? Edit: Seems gummilutt has solved this in the other thread - time zones, you know |
I have had a sim gain a cleaning point from a date and the pop up says something about how it's good to have a tidy date.
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I never had that one - and I think it was a really good idea from the game creators It was kind of funny to see a Sim obtaining a body skill while soaking in the hot tub with two very fit friends.
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Quote: Originally posted by Fearless Butterfly
Thank you! I thought my question was going to get ignored and lost forever! |
For cheats.startup, is it possible to assign multiple commands to a single alias? It'd be useful to enable or disable all the apartment building cheats in a single command.
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Quote: Originally posted by ihatemandatoryregister
Just FYI, I stopped using those all together. In my game anyway, it always ended up corrupting my building. There are reasons why build mode is disabled on appartments when you are playing sims who lives in them. I took the habit of putting a residential version of each and every appartements i build, in the bin, prior to change their lot zoning. If i see any problems when trying them out with a sim, I make that sim move out...plop another residential version, make changes, re test. It is a longer process, but you are sure to keep a game clean. As I said..just FYI, as I could not say that this is corrupting everyone else's game. I just got this every time I used those cheats, and it never took long before I noticed problems so you end up learning from it. |
Finally playing catch-up today...
Quote: Originally posted by natboopsie
Quote: Originally posted by BoilingOil
Yes, absolutely! I actually wasn't thinking of parties with a specific requirement when I wrote that bit of my post---just about general parties. I've not tried having all my sims leave the lot during birthday or wedding parties because indeed, unless I got that aging-up (with a cake) or wedding done before all my controlled sims left, those would tank during the last minute in a scenario as above, since they'd still be going with all my controlled sims gone. Just as you say. Though that is a thought---perhaps, just for giggles, sometime I should birthday up, say, a solo-living adult at the start of their birthday party, then send them to work. I would imagine that just as in my previous experience, the rest of the party ought to take care of itself once that's been done.
Quote: Originally posted by COMPEWTAUR
It might be the perfect thing to either create or have someone create for you a custom career that simulates it! Right, because you just want the sim to have reduced hours and, I assume, low pay. All of that could be easily put in. I remember that Sims 3 has those part-time jobs where you can work as a cemetery caretaker or a spa receptionist or grocery checker (though of course because of their rabbitholes, you can't watch the sim at work)...so that sort of thing, perhaps? You can contact our member lientebollemeis, who takes requests for custom careers, to try. |
Quote: Originally posted by Essa
There are mods that prevent computer-controlled sims from ever buying pets by themselves. I have Pescado's noautobuypet which prevents uncontrolled playables from buying pets when they visit an owned business. I think other modders may have made similar mods, but I can't remember right now who they were. The display pets at my pet stores often spawn as elder animals, but that shouldn't make a difference since the player controlling the sim gets to choose age, sex and breed of the pet being bought. |
character settings.
theoretically it could be possible to set a character as both genders by changing the gender line of its Property Set to 0x00000003 (hexadecimal format); or by selecting "Both" within Wardrobe Wrangler. would it be safe or unsafe to do either? and theoretically it could be possible to set a character as multiple ages by changing the age line to the sum of the individual values. would that be safe or unsafe? a Body Shop body with such age/gender settings; would that body be available to each of those combinations or to just 1 combination? |
1-unsafe. 3 is used for 1 & 2 together, but we aren't talking about gender like clothes, we are talking about gender as in..gender period. the data that choses which voice a sim's have, what animations that sim will use, etc. game cannot give both.
2-unsafe, same reasons as above. 3-impossible, unless toddler or child. |
Here's my stupid question for the day: Is it normal game behavior for Sims to NOT gain cleaning skill while washing dishes in a sink? Because I just recently noticed that mine don't, and it doesn't make much sense to me that they don't because they do when cleaning everything else. So now I'm wondering if I've got something that's borking that or if this is yet another case of Maxis's "special" logic...
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Mine have never gotten cleaning from doing dishes and yes, it's stupid.
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No, they don't gain cleaning skill for doing dishes (no skill bar over their heads anyway).
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The dishes thing is normal vanilla game behavior, iCad, sadly. I've never understood it either. They seem only to be able to gain cleaning points by cleaning objects....and puddles. (Edit: hee, totally ninja'd there)
Although relatedly, since I installed an obscure superhard skilling mod, I've been noticing that it seems to take longer for sloppy sims to clean things.That may very well only be because they now can't gain skill points as quickly, and higher Cleaning skill means faster cleaning. But it did also make me wonder: is whether or not a sim is done cleaning any given object (that usually gives skillpoints) also keyed to how many ticks on the skillpoint meter that they have gained while cleaning it? |
Ah, so the dishes thing is a Maxis fail, yay. Of course the sad thing is that I only just noticed this after EIGHT YEARS of playing. I'm so very observant. :p
Now, copying over my reply to natboopsie from the other thread where I posted my dishes question and shouldn't have... Yes, Sims with more cleaning "credit" will clean faster and Sims with more Mechanical "credit" will repair things faster even if they haven't gained a full point yet. That's why the NPC maids and repair people have maxed cleaning and mechanical, respectively, so they don't take eons to clean a Sim's house or fix their TV. THAT logic Maxis got right. You're not likely to see an increase in speed as a Sim cleans, though, especially with a harder skilling mod in place, since they'll be gaining so slowly. |
Quote: Originally posted by Rosebine
There's a couple other multiple-command alias I'd like to use, so I was just using that as an example. |
Quote: Originally posted by iCad
All understood and agreed! What I meant about ticks on the meter, though, is this: does cleaning a sink have to gain a sim, say, 3/100 of a cleaning skill point, or some equivalent that is scaled depending on which skillpoint it is (for example, at Cleaning level 8 it takes longer to gain ticks on that meter than at Cleaning level 2)? Because I started to wonder whether that might also be in play in causing my sims to clean more slowly---if the "clean" state requires a certain number of skill-meter ticks to have been achieved *while cleaning that object*. And obviously that would be slower with a superhard skilling mod in, since ticks take longer to gain at every level. |
I don't use aliases myself. Most of the stuff I want turned on, I want turned on pretty much all the time, so I turn it on via the startup thingy. If I want it off for whatever reason, I'm OK with typing in the necessary command. But so far as I know, it's only one alias per command.
EDIT @natboopsie That, I'm not sure about. It DOES take longer between skill points the higher up the scale you go, so what you're saying would make sense to me. I mean, it's faster to learn basic things than to learn harder things, so a Sim at level 2 would get more out of cleaning a sink than one at level 8, for whom it would be old hat, but I'm not sure if that's actually what happens. It just makes sense that it would. But we all know that Maxis doesn't always make sense. |
Quote: Originally posted by ihatemandatoryregister
You know who might be able to answer this question well, ihate? @BoilingOil because he has this cool trick of defining aliases within his userstartup.cheats and *then* also using the newly defined abbreviations to issue commands within the userstartup.cheats file---in other words, it's running commands based on the aliases he's defined within the same file. I mention it because BO's the only person I know of whom I've seen doing that sort of (pseudo?)nesting inside his userstartup. (I don't even know that it was MTS where I saw him sharing about it...maybe at Leefish or Simbology.) |
I have never seen anyone mention that it would be possible to run multiple cheats from a single alias. There would need to be a 'separator' character that - duh - separates commands within the quotes. Such a thing has never been defined by the Maxoids, so I *think* it cannot be done!
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But you could set your aliases up to save typing. I type modt to turn on the terrain modify cheat and then use modt- to turn it off, so to turn it off I just open the cheat window, press the up arrow on the keyboard (which puts the last cheat used in the window), add the - and hit enter. So for your set of aliases you could just add a letter or number (do numbers work?) , including it in each one - like on1, on12, on123.
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Quote: Originally posted by ihatemandatoryregister
Well, that was a very scary example. lol EDIT to add another question. About sims not gaining cleaning skill point when cleaning dishes...would it be hard to mod to add the skill building to this interaction? |
Quote: Originally posted by Rosebine
I'm thinking it wouldn't be hard, if you know where to look to find the interaction. Not sure that I'm the person to do it, though. I'm pretty OK with modding simple object-based things, but if it's not something that's linked to an object, I'm pretty clueless. In this case, I'm not sure what dish-cleaning interaction is linked to. The sinks? The dish object? Something else entirely? I'm a n00b at modding, so... |
Exactly my wonderings.
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Quote: Originally posted by SleepycatDSL
I do that a lot in mine! m is moveobjects on, m- is moveobjects off. Stuff like that. And yes, numbers are no problem. There are, for example, three cheats related to controlling pets. To have what comes closest to full control, you need to activate all three of them. In my game, they are p1, p2 and p3. and switching them of is done with p1-, p2- and p3- |
I am way lazier than you.
A for changing a lot into an appartement. R for residential etc. |
I don't build a lot, @Rosebine, and changing lots from one type to the other, is therefor not something I need often. Besides, R on my system means "allow45degreeAngleOfRotation", which I *do* use rather often. R- switches it back off. (r from rotation, ofcourse)
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Not sure if this really counts as a "stupid" question, but I didn't really want to clutter the forum with my own thread...
I'm by no means a "new" player of this game; I've been playing it off and on for over a decade. But I've never encountered this particular issue before. :/ I've got a relatively new hood (playing all households in rotation and no one's past the first winter yet). Anyway, I've got a total of four teens, two guys and two girls: Kent, Nicodemus, Nessa, and Ruth. Nicodemus and Nessa are siblings ("twins," but made in CAS). I set all four teens to bi using the Sim Blender, 'cause with only four total and two being siblings, I figured I should leave their romantic options as open as possible as some of them were sure to roll on wants for "Very First Kiss" and whatnot. Kent is Popularity aspiration, Nicodemus is Family, Nessa is Knowledge, and Ruth is Fortune; none of them are Romance or even Pleasure, not even as a secondary. I'm using the "no instant love" mod from MATY mostly to ward off stupid Cow mascot and Drama Prof attacks. But here's where it gets weird... I was playing as Ruth's household and she brought Nessa home from school - and then Kent was walking past so I had her greet him as well, and while she was doing that, Nicodemus showed up, so I thought, "what the heck?" and greeted him too. Kent and Nicodemus are BFFs (as are Nicodemus and Nessa). Anyway, while I was busy having Ruth do her homework and I think I was having her mom put the toddler down for a nap, I heard the "hearts" sound effect and looked over to see Nicodemus with both pink and red hearts streaming from his head. He was facing Kent with little plus signs above both their heads, so I figured one of them must have initiated something romantic (most likely Kent, since Nicodemus is super shy). Anyway, that wasn't exactly a problem, though they do only have 1LB chemistry (and also, Kent had apparently not fallen in love or even crush himself!), so it was a little disappointing, but I was willing to go with it. So I went back to focusing on the sims in my current controllable household. But then I heard the "BOING!" noise that signals falling out of love. Kent was flirting with Nessa! Of course Nicodemus wasn't taking this well! First Kent flirts with him, then turns around and flirts with his sister?? I mean, sure, he overreacted a bit as it's not like they were going steady or anything, but sims tend to overreact a whole lot... Nicodemus and Kent lost each other as best friends (and BBFs too, I assume). I exited to the hood without saving - last save was before either teen guy showed up, and neither came wandering by this time. So for now my sims are "safe"...but if Kent decided once to act like a Drama Prof, what's to stop him from doing it again?? I had thought "no instant love" was supposed to prevent this sort of thing, and all I can find online is others complaining about it working too well. :/ I'm sure many players would be happy with the added drama, but I feel very protective of Nicodemus and don't want to see him get his heart broken or loose his BFF. What can I do? (This ended up being a much longer post than I anticipated...sorry!) |
Quote: Originally posted by BoilingOil
Oh I see. in my game though, this one is always ON...see? not even need to type r Told you I was lasier. Snapobjects to grid? snap+ turns it on snap turns it off. Those 2 are my longest ones. @Rosawyn This seems like SO likely to happen though, when you think of it...They are all bi, right? so logically, they can flirt with both gender...some sims already flirts a bit too much, and now, they have even more choices! Either add a no jealousy mod maybe? Or keep 2 bi and 2 straight? I would not know...I just never set this sexual orientation with the sim blender in my game. I either let happen, or initiate straight couples. |
@Rosawyn what I did when I had a similar situation was I downloaded 'no instant love' and with the simblender I removed all love and crush off all the sims involved. The game is super sensitive that anytime sims who are best friends do the slightest flirt it turns into some crush/love that remains there for a life time. Some sims/people like to flirt causally, it doesn't mean they are declaring undying love! The sims involved I knew were not really meant to be together like that, they were just close friends and not suitable as a romantic partner. But I figured with the mod in I would let things play out, if they really were meant to be together I thought they would be. So I had one flirt with the other- nothing. They remained good friends and each found someone else. http://www.moreawesomethanyou.com/ffs/ Find your ep and it will be in the list. No more crush because of a simple ending date kiss. Now my sims have to work a little at a relationship.
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Quote: Originally posted by joandsarah77
Will this sort of garbage stop happening when one or both is in a committed relationship? I was wondering if that would help, but I was also hoping to find someone with at least 2LB to make a decent match.
Quote: Originally posted by Rosebine
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If you already have the mod make sure it's being read because it should take quite some work for sims with only one bolt to fall in love. Romance mod is the one that also helps with this. It also depends on the sims personality and aspiration. Family sims in a committed relationship should reject any flirt attempts from a flirty sim while romance and pleasure might accept it. I use the memory tool in game to remove such memories.
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Quote: Originally posted by joandsarah77
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Quote: Originally posted by Rosebine
R is on by default on my system, too. But for some things, I need to be able to switch it off. Snap is done with s (on) and s- (off). Quartertileplacement with q and q- But although I don't mind, I just find it surprising that someone is proud about being even lazier than me. |
@Rosawyn have you got the hack checker? I would download the HCDU and run that to see if the mods show up as conflicting with something else.
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I have never been clear on this: do you have to "roll the pacifier" every time you play a neighborhood or just once?
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It's actually pretty simple if you remember that the reason you need to roll the pacifier is that the randomizer that mixes genes into a new sim resets to the same number every time you load the game, so that the first supposedly randomized sim created during that load of the game will not be random, but will always have the genes mixed in the same way.
So you don't have to worry about it unless you expect a birth during a particular play session. If you don't roll the pacifier a few times first, the first birth will mix the genes in the same way as the last first birth of a play session (any play session, remember!) with that set of parents. So if you have three kids in the family, and each birth was the first birth in its play session, the kids will be clones of each other. So you only need to roll the pacifier once per load of the game, and only when you expect a birth. And it doesn't matter if you change neighborhoods - the randomizer doesn't care if you've switched neighborhoods, only if this is the first birth since it was last turned on. |
I always load CAS first because if I don't the first load of a house takes ages and if I want to say change appearance that will also take ages. So going to CAS first helps houses to load, makes opening a change appearance window faster plus it makes it easy to randomize. Seems like on the few occasions I forgot to go to CAS to randomize were the very times I had a birth due and I got a clone!
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Quote: Originally posted by joandsarah77
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You will find that at simwardrobe. Except I am getting a domain expired sign.Dang. Anyone else?
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Quote: Originally posted by joandsarah77
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Here you go: http://www.paladins-place.org/main.htm
I'll download everything of his, just in case. I probably won't be the only one. |
Alright, so the HCDU is only showing three possible conflicts.
One is about taxis (and allowing toddlers to ride in them), so I can't see how it could affect anything related to romance, lol. (Though, now that I think about it, I forgot I had that one and I don't really use taxis at all, anyway; I just have sims walk everywehre!) The other two are possible conflicts btwn MATY hacks (ftminifixes, romancemod) and twojeffs mods (Engagement Memory Fix, No Romance Swoon). I'm thinking I probably downloaded the twojeffs' hacks without realizing the MATY hacks already fixed those particular issues? I can certainly delete the "No Romance Swoon" mod, as I don't even have any Romance sims in my current hood, and the swoon thing isn't a real issue, just kind of annoying (and it's possible the "romancemod" is already suppressing it?). I'm a little less happy to pull the Engagement Memory one, since I don't really want my sims getting incorrect negative memories of getting engaged...assuming "ftminifixes" isn't in fact already fixing that (the HCDU says they're both affecting "Memory - Engaged" so it seems possible?). Anyway, I'll just pull the two twojeffs mods for now and hope for the best. |
Could be it, but don't delete, just move it to desktop. Some mods just need a different load order, but if they both do the same thing yes you would only need one. I would always use a twojeffs mod over a pescado mod since pes mods can contain unmentioned 'fixes' for things you don't want fixing. if you pan BoilingOil you could ask him about the mods.
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@Rosawyn:
The point of my involvement in this whole "HCDU and conflicts" discussion was to try and show that conflicts don't always *need* to be resolved. And wasn't I supposed to be the one to know how to deal with mod conflicts? Well, I have about 20 conflicts in my own game, and I'm not going to do anything about them. You know why? Because these conflicts have been there for as many years as I've been playing, and my game runs just fine with the complement of mods that I'm using right now. And you know what more? The four conflicting mods that you mention, are in my game too. How long have these mods been in your game? Have they ever caused problems? No? Then why are you effing trying to fix it? Be happy that you have only these three conflicts and that everything works fine. If there were dozens upon dozens of conflicts, I would urge you to do something. But this is no problem at all! TwoJeffs would be the first to point out that these two specific conflicts will not hurt your game. In fact, with his ACR, for example, he advises people to also load Pescado's Romancemod, because that helps a lot. I don't know what Pescado would say, because I have never had any direct dealings with the man. At any rate, I would be with @joandsarah77 on this one; of the mods that you have in your game, just put all of Pescado's mods in the folder Downloads/Pescado, and all of TwoJeffs' mods in Downloads/TwoJeffs (so that TwoJeffs' mods load after Pescado's) and everything is fine in this case! |
Quote: Originally posted by Rosebine
Quote: Originally posted by iCad
Hard is a relative term. With no experience, yes, it'd be hard. With a little experience? Nah, not that hard. If either of you wants to give it a try, I can get you the BHAV you need, or if you prefer, tell you how you can find it yourself. |
@BoilingOil, thanks so much for the reply/advice! It's good to know that these four mods aren't causing any issues for you in your game! The twojeffs mods are in fact quite new to me, and the reason I'm "effing trying to fix it" (as you put it) is that I was seeing some very unexpected behavior from my sims: falling in love from an autonomous flirt (when neither sim was part of my current active household) resulting in loss of a BFF relationship that I, as the player, didn't want to loose. :/ I didn't think these particular mods could reasonably be causing the issue, but they were the only "conflicts" that had anything at all to do with romance in any way, shape, or form. And of course even where I downloaded the HCDU it said conflicts wouldn't necessarily cause issues (I did read the description before downloading, lol). But as I said, I don't want these two sims to loose their BFF relationship over some random autonomous flirt interaction! So I'm a bit at a loss of how to prevent that; I wasn't even aware that sims could actually go autonomously flirting with their BFFs when I wasn't controlling them! (I don't use ACR or anything like that.)
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Oh yes, non controlled sims can strike up a friendship, a romance or make enemies with each other.
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@Rosawyn: Ok, so the TwoJeffs' mods were only recent additions... I could not figure that out from your previous message. So I came to a wrong conclusion before. My apologies for that.
Un-controlled sims will autonomously flirt with whomever they think is appropriate for them, and if they do so enough, they will eventually end up friends or even lovers. That could have happened without the new mods too. It merely had not happened before yet, is all. That it happened now, was really merely a coincidence. At least, these mods were not guilty of it, so taking them out again is not going to make that problem go away. Sometimes, when friends have not interacted a lot with each other recently, their friendship will decay. And if it decays enough, even the BFF status may be lost. So if these two new lovers were each others BFFs before, and lost that now, that is merely coincidence as well. It just happened to coincide with their new romance. Still no reason to throw those mods out. It's just a reason to play the household of either one of them, and have one call the other on the phone, invite them over, and do some friend things together again. Sims can be friends and lovers at the same time. Most of my married sims are BFFs with their significant other, and with their children, and with possible lovers outside their marriages, and often with each others lovers as well. It's all part of the game. So please don't take this the wrong way, but while I understand that you want to be careful, I think that you might have overreacted slightly. |
It just seemed a little too easy, for one flirt to make a one bolt sim fall in love with those mods in place, that's why I told them to check their mods and make sure the no Instant love was being read.
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They flirt in the vanilla game too, all on their own.
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And that was good, @joandsarah77. But I do not believe that either "no instant love" or "romancemod" would make it entirely impossible for a sim to fall in love after some flirtation. Even if they were properly loaded by the game.
You don't always see everything that happens with or to a sim that you're not controlling. So they may have had several flirtations before. And that may eventually count for something. Especially if their STR and LTR are high enough. If sim A has an STR of 70 with the sim B, and B starts flirting, A may still get a crush. And if A has an LTR of 70, falling in love is still possible after flirting. Maybe not after the first flirt, but how do you know that it really was the first? As Rosawyn says, she was not controlling them. I imagine that she wasn't continuously watching them, either. She was controlling some sim(s) from another household, I suppose. |
Well we don't, I was going by my own game with BBF at or close to 100/100 and one bolt each and one flirt. Without no instant love it was love and and with it in there was no change. I think they were family and pleasure or maybe pop. The family sim made the move as they do tend to be way more forward I find then other aspirations-desperate for love. My two were living on the same dorm so I am pretty sure it was a first flirt. If no instant love doesn't stop the crush on a first flirt it's not going to be of much use. But perhaps her sims had been doing more then she knows. Or perhaps other things are at play like aspiration.
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The mods do make a huge difference for me; but I do agree with those that always flirt behind my back - you know, like the one who decided to kiss Joe Carr one day - I have not played her for a while, yet she was always on the community lots, and always hanging around with old Joe - and could easily have flirted with him without me noticing. For me, it is part of the game, not knowing what will happen
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Quote: Originally posted by joandsarah77
Exactly... As far as I'm aware, a sim's aspiration *does* play a part in romancemod. Romance sims, for example, would be far more likely to accept flirtations than family sims. |
The thing you're trying to fix is absolutely vanilla behavior, Rosawyn! Once they've been romantically activated (either by being directed to initiate a flirt, or being on the receiving end of one, even just "check out") sims can and will flirt on their own. How flirtatious they are depends on a number of factors - including which EPs/SPs you have. I noticed a strong upturn in autonomous romantic behavior when I added M&G, OFB, and BV all at once; no idea which one of them caused it. I like it - I still get control over who woohoos who, and I get extra input on characterization and new, unexpected vectors of drama. So it's all good as far as I'm concerned.
Yes, it can be upsetting when a casual flirt here disrupts a relationship there. But relationships can be mended. The offender can lay herself out to get the friendship, or even a romantic relationship back. The fury can be greatly shortened by the juice of mouthwatering strawberries if you have Seasons, or by Couples Counseling from a friend if you have AL.. Or is it Freetime? A charismatic Romance sim with the Smooth Talk perk can talk his way out of anything in no time flat. One of the Rhettest things that ever happened to Rhett Hart of the GS Uberhood once ran into an ex just after his current date had gotten into the photo booth and asked him to join her. The ex autonomously walked over and flirted with him, fell in love, realized he was on a date, and slapped him just as the current date realized he was flirting while on a date with her. But he still went through with the action of following her in and got slapped and shoved out. But when I got back onto the chair after falling off laughing, I told him to smooth talk the current date, and the next thing I knew she had her little red hearts back and they were able to resume their plan to woohoo in public. Non-romantic relationships can be harder. The ex who precipitated the foregoing bit of drama was sorority sisters with Rhett's little sister, who has still not forgiven her for not settling Rhett down when she had a chance. (Little sister maybe has a little blind spot about her big brother...) But I haven't focused on that, either. If they have mutual friends, Couples Counseling and being drawn into group activities - watching TV, eating meals, sitting in the hot tub, hanging out - can work wonders. And if you can force them to play chess long enough, almost no relationship cannot be saved, if you want it bad enough. Not everybody has to play as loosely as me, but if you can adapt your vision of the game to accommodate the unexpected and incorporate it into your playstyle, a lot of things that you hate at first sight become normal game challenges and fun to work out. They can also give you new ideas. I just now had one - Chess Club! A community lot with nothing on it but chess tables, a grill, and a restroom! Sims who go there almost have to play chess. New friendships and the mending of old enmities in the background all over the place! |
Q: I've came across some S2 pictures where cars are parked on the road.
How one can achieve that? |
If it's a community lot that a playable Sim visited in their own car, it's just left on the road where the Taxi would stop while they're on the lot (parking enforcement in SimCity is evidently pretty lax)
You can place cars pretty much however you want using various build/buy placement cheats, (look at my Parking Lots upload for an idea what I mean) although if they're not on a proper residential driveway, they're not usable... just really expensive decorations, at that point. |
Ask ICAD, though - she recently devised a usable way to park on the street for a specific neighborhood she was designing.
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Quote: Originally posted by BoilingOil
The thing is, though, that these two sims were at 100/100 or very close to it, as I had been playing both their households quite recently. I don't tend to let relationships I, as the player, care about decay very much. What happened, which I seem very bad at explaining, was that there were three sims involved: Sim A (Popularity), Sim B (Family), and Sim C (Knowledge). (Sim C is Sim B's sister.) Sims A and B only have 1LB, and Sims A and C actually have negative LB. All thee of these sims were over at another household while I was playing that household, so I was not in control of any of their actions. Sim A first flirted (I assume flirt, as I didn't actually see it happen, but neither got a "First Kiss" memory popping up) with Sim B who promptly fell in Crush and Love at the same time. That was fine, though surprising (and a little disappointing, as I prefer couples to have at least 2LB). But then Sim A went and flirted with Sim C (who accepted it, despite the negative LB) and Sim B freaked the hell out and slapped him (as sims tend to do). That was what caused the loss of the BFF status. Yes, I'm sure I do tend to overreact "slightly" sometimes when something like this happens in my game. As I said in my initial post about this, I feel very protective of Sim B, and I don't want to see him hurt.
Quote: Originally posted by BoilingOil
I was controlling another household, yes (one with a toddler, so I had to keep my attention on him a lot). These sims all showed up after school on the same day (one came home on the buss with the teen in the current household, and the other two were walk-byes I had her greet).
Quote: Originally posted by joandsarah77
The aspirations were Popularity (Sim A, the serial flirt), Family (Sim B, the one who fell in crush/love then freaked out), and Knowledge (Sim C, Sim B's Sister, the one Sim A flirted with after getting Sim B to fall in crush/love).
Quote: Originally posted by BoilingOil
The sims accepting the flirts in this case were Family and Knowledge, respectively. No Romance sims were involved; none of my playables in the entire hood are Romance (not even as a secondary aspiration).
Quote: Originally posted by Peni Griffin
Well, that's somewhat...distressing? I mean, I've been playing this game off and on for over a decade now (I think), and I've never see anything like this before. I've seen sims who didn't know or like each other make enemies from random fights on community lots, but I've never seen a sim fall in love and then get their heart broken because their BFF flirted first with them and then immediately with someone else! (Something I'd expect from a Romance sim, sure, but not a Popularity one!? lol) I've never seen anything even remotely like this. But, okay, fine, I mean I've never seen a lot of things in this game...I've never seen a ghost scare someone to death, and I've never seen a satellite fall on someone's head. I've never even seen a Social Bunny. So obviously, no matter how well I think I know the game or how many hours I've spent playing, there's always going to be something I just haven't seen. But the question, then, and maybe this really does count as a stupid question, is...how to I stop it? I don't want my sims to go randomly flirting with their BFFs and their BFFs' sisters and breaking hearts all over. That's sort of the main reason I don't have any Romance sims in this hood! Would getting one or all of these sims into committed relationships help? Also, and this really is a "stupid" question, I guess...what all even counts as romantic interactions? (Maybe this is something I could find listed on a wiki?) I know I was blindsided in the past with "throw food" being romantic. As many people said, it could be my sims were doing romantic interactions I didn't see...and that's very possible; it's also possible I saw the interactions and simply didn't realize they were romantic! |
I'd say TOO many interactions are or can be treated as romantic actions. I do not really appreciate this. It seems that the more 2 sims get along, the more romantic whatever action will become. One thing I like about sims 3 is that all friendly interactions will be listed under Friendy, and all romantic ones, under Romantic. On a sim's pie menu. Now that is sorting I like.
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These are teens, right? You can't expect old heads on young shoulders. So the Popularity sim just learned to flirt and overdid it. It could happen to anyone. They can work it out - in fact I bet when you play them you'll get wants to apologize, talk to, etc. They'll be BFF again before you know it, stronger than ever and quite possibly an inseparable couple.
Bad chemistry, by the way, doesn't mean repulsion - it means that they've got a mixed set of signals. Probably one or both of them hits a turn-off. When I'm making matches or playing as a Romancer prowling for dates I'll go for bad chemistry over no chemistry, as it's fairly easy to leap from bad chemistry to good chemistry to bumping boots. No chemistry means you want to make friends first and then suddenly you pull out the flirt and they're single-bolting. I think "throw food" is the only off-the-wall romance trigger. Anything under the "flirt" menu is romantic, obviously. All non-family kisses are; except there's a glitch, fixable with a mod, that makes sims not perceive making out as romantic for jealousy purposes, which can lead to weird situations. All hugs except Friendly ones are romantic. Appreciate/Backrub and Play/tickle are ambiguous cases, in that they don't lead to love and can be used by family members; but they are relatively intimate physical interactions which prime the want trees to advance to the higher-level erotic wants. This is a soap opera game, so you're more likely to find ways to ramp up the drama than to tone it down, but there's mods for everything and an infinite number of ways to play, so - ask on WCIF and maybe somebody knows something you can use short of friend-zoning through ACR, which seems to work imperfectly and anyway is a huge hunk of complicated mod designed initially to do the opposite of what you want there. Autonomous flirting that disrupts relationships is a standard game hazard, like cow mascots and fires. There's suppressors for them. There may well be suppressors for this, too. Meanwhile, until you find such a thing, this is an opportunity to learn your way around the mechanics a little better. It's possible, if the sim doing the flirting, has been out looking for partners, that you set him up for it. Any sim who has ever been allowed to romantically interact with more than one person is more likely to pull out autonomous flirting, both with new people and old partners. This is why, in Widespot, it can be easier for old Romance sim Valentine Hart to be faithful to young Family sim Mary Land - during development, to keep things simple, I didn't tell him to have romantic interactions with anyone but his wife and Mary, and not with Mary till after his wife died, so he never had two loves at once and wasn't trained for promiscuity. (I figured players would take care of that once they started playing if they wanted to - it's not as if he didn't roll promiscuous wants, and I set him up to have the potential for a lot of good chemistry.) But for the starting set-up I wanted, Mary needed another lover, so Junior Mann made a pass at her after they were friends, so the Good Girl has two lovers and players are often shocked when they get her committed to one and she goes and flirts with the other, or goes off the deep end for a married guy from the Family bin, or whatever. I increased the likelihood of that behavior when I got her a two-loves-at-once memory. But even flirting multiple people without getting that memory increases the chance of autonomous flirtatious behavior. Which is one of the things that makes the AI so easy to read as humanlike characters. Yeah, sometimes it jars with your expectations. But if nothing ever does that, you never get surprised, and what fun is that? The better you understand what's happening, the easier it will be to roll with the surprises and set yourself up for the kinds of surprises you prefer. |
Quote: Originally posted by Peni Griffin
I actually exited the lot without saving, so none of this actually "happened" anymore.
Quote: Originally posted by Peni Griffin
Nope, haha; one is turned off by Vampirism and the other by Cologne. (I'm generally quite boring when choosing turn offs in that, unless I'm specifically trying to prevent two specific sims from having 3LB, I'll choose something very unlikely to ever show up - I currently have five sims in this hood turned off by Zombiism! And four by Cologne. And, uh, yes, I do have a spreadsheet with that info, so that's why I know...)
Quote: Originally posted by Peni Griffin
Okay, wow, I did not know that. I tend to think of those interactions as "safe" since as you said, they can be used between family members!
Quote: Originally posted by Peni Griffin
Yeah, I mean, I was kind of hoping to get all of these teens set up with partners at some point. But all I've had any of them do is "check sim out"...which probably counts? But how else am I supposed to know who anyone has chemistry with? (Also, I tend to overuse this - and "scope room" - as an attempt to re-roll wants.) But the thing is, I've also got a single adult sim in the hood (only one unmarried playable adult, lol; the poor guy) who was in the very first household of sims I moved in who I've been having "check out" literally everyone in hope of finding him a partner (and, of course, in an attempt to re-roll his wants). But the thing is, even though I've let him run around the whole hood unsupervised while I play every other household, he's yet to cause any drama?? He's not a romance sim, of course, but then no one in the whole hood is. So I guess that's why I was so surprised by this business with the teens - but I guess maybe you have a point about teens being a bit more eager and less wise about the whole romance game. I mean, that is true to life for the most part. I do tend to be a massive control freak when it comes to the Sims (*coughs while surreptitiously kicking the aforementioned spreadsheet under the rug*) (and when "bad" things happen, it tends to stress me out, because then I have to "fix" it which takes time away from "important" things like skill building or regular relationship building/maintenance), so I'm thinking now I probably "should" have planned out the teen couples ahead of time, setting them up to have at least 2-3LB chemistry and all that (like I do when making married couples), but I sort of wanted them to have the freedom to choose for themselves. And look where that led. Sims tend to make terrible life choices! |
Quote: Originally posted by Essa
As Peni said, I recently made a street of houses all with on-street parking. It does have some issues and caveats, but it generally works if you set it up right and don't block the portals for taxis/carpools/school buses and service vehicles for maids and nannies and such, if you use those. See this post on my Tumblr here for a testing report. To set it up is easy if you have Mootilda's rotatable driveway mod (but can be done without it if you don't; it's far more labor-intensive to turn the driveway piece without that mod, though) and an invisible driveway recolor. The basic process is you turn on moveobjects (So that you can place things on the road), grab a driveway extension piece (Not the one with a dog-leg, the other one) out of the build catalog, turn it so that the arrows point in the direction you want the car to face, and then place it where you want it to go over the road. I also turn off grid-snapping so that I can shift the piece over a bit, so that when a car is sitting on it, it sits right next to the curb instead in the middle of the lane. Then, you make the driveway piece invisible. Then you can place a car on the driveway piece and it will be fully usable, although there will be no animations; it will just teleport on and off the parking space. Like I said, you do have to be a little careful about placement and there might be some trial and error involved to make sure carpools and such can arrive and leave normally, but otherwise it works perfectly fine. If you try it and have any questions, feel free to give me a yell. |
Is there any thrid party program, or a plugin that lets you import anim from the game, into milkshape?
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It's not a life choice yet. Let me tell you a little story.
So, Trent is a Knowledge sim. With a Romance secondary because of the family he's from. He lives in a duplex next door to Hallie Capp, who grows up into a Family sim and hits his turn-ons, so the boltage is strong. She's best friends with his sister. They go out and are each other's first kiss and are always very cute together. But then Davine Newson, who also hits his turn-ons, follows him home. And Fortune/Knowledge only gets them to double bolts but the girl's in near-constant aspiration failure so he asks her out to cheer her up. And then Tammy Ottomas, who comes home with everybody, flirts with him and that's triple bolts like Hallie and basically he goes all through high school dating all three girls and mostly gets away with it. Mostly. Tammy sees him with Davine and revenge-flirts her little brother Gabriel, and is his first date, and then she and Davine make up, partly orchestrated by Trent's little sister, who is Popularity and wants all her friends to like each other. But Trent's brother Geoff sees Tammy, whom he's friends with, and Gabriel, who he's not friends with, romantic hugging and he's livid. Tammy still likes him, because he refrained from slapping her, but his relationship to her is tanked. And he's straight-up enemies with Gabriel. Davine goes to college and Trent has a lot of drama going on at home (no longer right next door to Hallie because they moved) but manages to juggle his two remaining girlfriends. He and Tammy go to college a semester behind Davine, who's been too busy getting into the sorority and making up for a teenhood of grinding work and poverty to date anyone, but immediately rolls a want to call Trent. Meanwhile Tammy arrives with a want to get engaged to Trent. But Trent for Reasons is determined to remain unattached. He dates Davine, Tammy, and another playable student, and does some flirting around, with much drama. Tammy and Davine lose and remake friend tags so often it's hard to keep track. Meanwhile, Hallie is coming home with Geoff or their little sister every. Single. Day. She hangs out with Geoff, who is Family/Romance and going steady with another girl slightly younger than him. They don't flirt or anything, but they're together more often than he is with his steady girlfriend, who is Knowledge and stays home a lot. Hallie goes to college and the first thing I did was throw her and Trent together - and, nothing. They're triple bolts and unattached and attending the same parties and they're best friends and neither of them moves on the other. (I free-range a lot.) But when Geoff arrives at college a year later, and her household is invited over, she walks straight up to him and goes in for a full-on romantic kiss, the very first romantic contact they've ever had. They're engaged and he's moved her into the house he shares with Trent before the end of his first semester. Gabriel is also moved in. Geoff still hates him. Trent doesn't know why. Gabriel makes no move to resume his relationship with Tammy. And Tammy, against all reason, doubles down on her attempt to land Trent. So I let her. She didn't move out of the sorority till she and Davine made up (again; I think they went from BFF to fighting to BFF again four times over the course of five semesters). She and Hallie were never friends in high school, but they are now. Geoff and Tammy made friends again. The house runs amazingly smoothly. But Geoff's old girlfriend just came to college. And Gabriel just dated both Geoff's mother and his cousin, though he doesn't know that... This is all a lot more exciting than matching people up ahead of time and sure, there were some "NOOOOOOOOOOOOO!!@!!" moments in there. There may be more to come. But at the moment I have every reason to believe that Trent/Tammy and Geoff/Hallie will become happy married couples after graduation, that their little sister will be BFF with everybody, and Gabriel...well, who knows? And what is high school without the occasional unwise flirt, the occasional stupid fight over a boy, or the occasional partner switch? And isn't there always one Gabriel out there who just has to go stir things up and help people do stupid things? |
custom content.
disabling, moving to out of game, deleting; would those 3 actions have the same effect/effects or different effects? "rolling the pacifier" do those characters need to be made playable? or can they be canceled/deleted (before returning to neighborhood)? |
Rolling the Pacifier
No; we'd have hideous character bloat if that were so! And you don't have to leave the neighborhood to roll it if you have the FFS lotdebugger, aka "the batbox." The batbox will roll the pacifier for you (and exit to the neighborhood screen without saving, so make sure you save before using it!) a random number of times. It will pop up a little number in the corner that says it has deleted X number of objects - these are the randomized simshells, without character data, that it's called up and dismissed in CAS in order to give your family genetic diversity. One of the projects Mootilda was working on before she died was a problem with the batbox's randomizer, so pay attention to that little number. She always got a 13 the first time she used the rerandomizer in a test environment, but in actual play most people get different numbers. I remember numbers badly, but I do know I've seen single digit and four digit numbers (yes, it rolled the pacifier over 1,000 times in a few seconds!) She died before getting to the bottom of this as far as I know. If you get first born syndrome even rolling the pacifier with the batbox, you'd do well to roll it more than once, which is a pain. But still less time -consuming than entering CAS. |
Quote: Originally posted by mdsb759
Have the same effect as long as you delete the cache files after each one you do. Yes you can canceled/deleted them all you want to in CAS before returning to the hood. |
Quote: Originally posted by Rosawyn
Ah, see, now THAT is an understandable explanation of why you're upset about what happened. Yet, it is still a given that this could have happened with or without TwoJeffs' mods. Really, as some of us have already tried to explain, sims will occasionally do what they think they need to do to raise their motives. Kissing, Making Out and having WooHoo, for example, are great ways for sims to fill their Fun and Social motives. And if there is one thing most sims are very keen on, it's filling their Fun and Social bars. Sometimes it seems like they are prepared to forget about sleep, food, comfort, bladder or hygiene, but no sim ever ignores opportunities to have fun and social interactions. And they don't see the consequences of such interactions. If it's advertising as fun, they will do it! |
Reminds me when I first used the "Throw Food"" - thing. Buggered up two happy marriages that day - and had my first gay couple
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Throw food is annoying, it should be under friendship, but no it has to be under flirt. At least now with BO's updated kiss check mod my sims can now kiss friends on the cheek. Also you have to be careful with the phone, ask on a date is right next to something else like call sim, so my married sim accidentally asked another sim out on a date, I had to exit without saving.
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I have a mod installed to break up anytime. It's placed smack-dab in the middle of several other options. I hit it once...during a date. Yeah.
Question: I have Pescado's sshack installed. However, I'm still getting messages that the kid shouldn't be left home alone. Is this normal behaviour (and can safely be ignored) or should I troubleshoot? Last time I did a runthrough with HCDU nothing conflicted. |
I have the no social worker mod and I don't get that pop up. BTW, this is one of my fav mods. I debated over it for years thinking it was really a little too cheaty. But I love it. I always hire a nanny anyway, but it's nice to know that if she flakes or the parents die, the kid won't go away.
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What is Pescado's sshack ?
nm..SS for social services, i presume..but how does it work... |
Here:
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I prefer it to a no-social-worker hack. |
BoilingOil also has a no social worker mod, called Kids & Pets Unattended; the social worker never comes, aside from if you've called about adoption. http://www.leefish.nl/mybb/showthre...tid=3005&page=5
Just a suggestion if anyone is looking for alternative versions; I'm using BO's and it works well for me. Edit: If you do still want kids taken away for neglect, then BO's won't work for you. I manually take the kids away from neglectful parents using a teleporter and a foster family. |
I used that mod before, but I switched to sshack because I wasn't quite satisfied with it. (not saying it's a bad mod - just that it didn't fit my needs in particular)
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Quote: Originally posted by Peni Griffin
My own high school experience? lol I seriously didn't date at all until the summer before grade 12, and now at 35 I'm still quite happily married to that same guy. Obviously, you have a whole lot of fun playing your game your way, and that's awesome! I think it's great that there really are so many different ways to enjoy this game. |
[QUOTE=stitching]BoilingOil also has a no social worker mod, called Kids & Pets Unattended; the social worker never comes, aside from if you've called about adoption. http://www.leefish.nl/mybb/showthre...tid=3005&page=5
That's the one I use. |
Quote: Originally posted by stitching
I am very sorry, @stitching, but I must correct you: The Social Worker will not come for children being unattended, so much is true. But if your toddlers or children are generally neglected, as in "most motives are in the red for an extended period of time", then she will most definitely show up to take your offspring to a better place. And if your children do extreme poorly in school, she may still show up, too! I *only* ruled out leaving the kids alone for a bit. Because really, in the unmodded game, if your sim goes to a comm lot to do some shopping, or for whatever other purpose one can come up with, by the time your sim returns, at most 10 to 15 minutes will usually have passed. How can that ever be a problem in this game? Still the game engine wouldn't allow it. So that's why I saw no problem with making this mod, when someone requested it. |
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