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Testers Wanted: Harder Grades - Version 2.12 (Updated 3/8/2007)

by syberspunk Posted 17th Feb 2006 at 10:55 PM - Updated 14th Mar 2007 at 1:17 AM by syberspunk : updated for seasons
37 Comments / replies (Who?) - 25 Feedback Posts
Harder Harder Grades v2.12 for TS2SEAS v1.0p1
Made by: syberspunk

Since Pescado has an unofficial harderjobs hack in the works, that got me to thinking there should be an equivalent for grades as well. This hack makes it slightly harder to get an A+ for children and teens. It seems to easy (at least to me) to get an A+ in school for our sims. But A+ don't come so easily for some people in real life. Apparently the sims' schools aren't all that challenging. In anycase, this hack now requires sims to have logic points and essentially puts a cap on grades based on those points. Here's how the "logic" of the mod should work:

Edit: 7/6/2006
As requested, Version 2.10 should be even harder. This is untested and thus feedback would be appreciated. Basically, I just reduced the contribution from each of the four base skills. Each skill normally contributes 1/4th of their total value, which is then modified based on personality traits and aspiration. I reduced this to 1/8th instead, which theoretically should make it harder. I'm not sure how significant an impact this will have. It could be fairly subtle to blatantly noticeable. Please provide feedback as to whether this is now Too hard, or still not hard enough.
Further tweaks to the code to make it a bit harder to climb the grade ladder so to speak, as well as thrown in some randomness of grades dropping. Needs testing obviously.

Edit: 5/31/2006
Added/modified code to lessen cheering. Cheering should only occur if a student has an A- or greater, and their current grade is better than their previous grade. Modifications have only been moderately tested. As such, I have uploaded a separate archive .zip but the .package name is still the same. Just overwrite the previous file. If it doesn't work properly, you can always redownload the older 2.0 version. Please check how it works in your game and provide feedback if possible.


Note: Since a few people requested it, and I thought it was a great idea, I decided to make a version that uses other skills. I will keep the original, simpler version based on logic only available. However, I will also attach version 2.0 as a separate download. The 2nd version still has the same name, so if you choose to use the much more complex version, all you need to do is download and install it in the usual place and let it overwrite the older, simpler version.

The newer version 2.0 also has a slightly different RTFM included in the .zip archive. I am including those differences here in the first post, so previous users can note the difference and decide if they would like to "upgrade" to the newer version, as well as let new users see the differences between the two versions and decide which they prefer.


Quote:
Originally Posted by Version 2.0
Short version:

As few people have requested, I decided to make another version that depends on skills other than just logic. Basically, your students grades will increase based on the combination of their logic, body, creativity, and charisma.

Long version (some of the hard code facts):

A sim will have a base skill determined by their aspiration or interests:
Knowledge sims will rely on logic
Romance sims will rely on body
Fortune sims will rely on creativity
Popularity sims will reply on charisma
The base skill for all other sims will be determined by their interests. Interests have been grouped into 4 categories, and depending on the sum of these interests, whichever is greatest will determine which of the four base skills is used.


If a student has no base skill points AND they have a grade that is < D, then their grade will improve if they've completed their homeworks.
If a student has 1-3 base skill points AND they have a grade that's < C, then their grade will improve if they've completed their homeworks.
If a student has 4-9 base skill points AND they have a grade that's < B, then their grade will improve if they've completed their homeworks.
If a student has max base skill points then their grade will always improve.

Otherwise, each skill will contribute a max of 25% to the overall chance of their grade randomly improving.

Each contribution can be modified by aspiration, interests, and personality:
The contribution from base skills will always be doubled.
The contribution from logic will be doubled if sims are more serious, halved if they are more playful.
The contribution from body will be doubled if sims are more active, halved if they are more lazy.
The contribution from creativity will be doubled if sims are more playful, halved if they are more serious.
The contribution from charisma will be doubled if sims are more outgoing, halved if they are more shy.

Mood also will have an affect, possibly doubling or halving the % chance of improving or dropping, just add more randomness.

Sims will still cheer if they get an A. After all, an A is a pretty good grade (I couldn't remember if this is "normal" or if sims only cheered for A+s).

Additionally, sims will have an overall harder chance of getting an A+. The chance will usually be 1/2 the chance that they have for improving their grade in general if they don't meet the regular base skill requirements (as described above). However, if the sim has maxed their base skill, their chances will be doubled.
Mood will have an affect as well, with gold and platinum moods greatly increasing the % chance of getting a + to their grade.



Quote:
Originally Posted by Version 1.0
Short version:

I'm interpreting logic points as a representation of the sim's intelligence. Grades are dependent on logic points as well as mood. To put it simply, the higher your logic points and the better your mood, the higher the cap is for students' grades and the better their chances for actually reaching that cap.

Long version (some of the hard code facts):

If a student has no logic points AND they have a grade that is < D, then their grade will improve if they've completed their homeworks.
If a student has no logic points AND they have a grade that is >=D, then their grade will have a a 1% chance of improving.
If a student has 1-3 logic points AND they have a grade that's < C, then their grade will improve if they've completed their homeworks.
If a student has 1-3 logic points AND they have a grade that's >=C, then their grade will have a a 5-15% chance of improving.
If a student has 4-6 logic points AND they have a grade that's < B, then their grade will improve if they've completed their homeworks.
If a student has 4-6 logic points AND they have a grade that's >=B, then their grade will have a a 20-30% chance of improving.
If a student has 7-9 logic points AND they have a grade that's < B, then their grade will improve if they've completed their homeworks.
If a student has 7-9 logic points AND they have a grade that's >=B, then their grade will have a a 35-45% chance of improving.
If a student has max logic points then their grade will always improve.

Mood also will have an affect, possibly doubling or halving the % chance of improving or dropping, just add more randomness.

Sims will still cheer if they get an A. After all, an A is a pretty good grade (I couldn't remember if this is "normal" or if sims only cheered for A+s).

Additionally, students have a 0-25% chance, corresponding to their logic skill (0-10), of getting an A+ if they have an A. Essentially, this puts a cap on getting an A+ unless the student has a lot of logic points.

Finally, mood will have an affect as well, doubling the % chance of increasing a grade with a better mood.


Incidentally... I'm not sure if this was a bug or just "poor coding" but the way it originally worked is that, if a sim was in a very bad mood they were guaranteed to lose a point. Sims in a very good mood were guaranteed to always gain a point. Even though there was code checking if a random # between 0-100, since the threshold was always 100 or more, the checks always returned true. What's the point of having randomness in there if it always returns true?

It appears that Maxis initially wanted to make grades slightly harder and slightly random and then changed it. Who knows whether this was done "by design" to make it super simple and super easy, or it was abandoned or incomplete, or their "design" was flawed. :shrug:

I've tested it out in my game, but have not yet observed the long term effects. A lot of my playable sims have high logic already, so the effect is less noticeable. But play testing in the Pleasant house, Lilith Pleasant with no logic points was stuck with a D after returning from her first day of school. Using the boolprop cheat to up her logic points, she returned with a C.

INSTALLATION:
This MUST be in your Downloads folder, typically found under:

C:\Documents and Settings\UserName\My Documents\EA GAMES\The Sims 2\Downloads


Compatibility:
Tested in Nighlife and works as planned, so far. Please test it out and let me know if there are any problems. This probably works in Uni and the Base Game, although it hasn't been tested. Feel free to try it out and leave feedback, which is always appreciated.

I have tested this in my game and it appears to work fine.

This hack is compatible with most, if not all mods by MATY crew (Pescado, TJ, and CBoy), dizzy, and probably more. Again, up to you to help me determine any possible conflicts.


REMINDER and fine print (to cover my ass ) :
Remember to ALWAYS BACK UP YOUR DATA BEFORE INSTALLING NEW HACKS. By using this hack, you agree to absolve me of any responsibility or liability for any potential loss of or damage to your data. You have been warned.

HOW TO REPORT: Conflicts, problems, or errors
I would appreciate any constructive criticism and feedback that is actually helpful. With that in mind, it would be helpful, when reporting any conflicts or issues, that you include the following:

1) thorough but reasonably brief description of what you were doing
2) clear, comprehendible explanation of your problem
3) list of hacks that may be related to grades
4) archived (.rar or .zip) of log produced by error

Posts which do not include a clear description of what your problem is will be pretty much ignored. (i.e. posts such as "This does not work! I am taking it out! You suck! Nice try! etc.") I can't and won't help you if you don't explain what's wrong.

Please be nice when trying to explain your problem and I might be nice and help you.

:grouphug: Finally, my Thank Yous go to:

J.M. Pescado, twojeffs, dizzy2, and jase439 for being excellent tutors and providing excellent models in their mods. As always, thanks to those creators who've put out some excellent modding tutorials, Quaxi and co for SimPE, and dizzy2 for disaSim2, and the finally letters T and S, and the number 2, all of whom, without which this mod would not be possible.

If I left anyone out, I apologize in advance. You know who you are and you deserve my thanks.

Version History:
v2.00 - Tweaked code to add dependency on additional skills based on personality and aspiration
v2.02 - Added/modified code to lessen cheering.
v2.03 - Changed format to 8007 for backwards compatibility.
v2.10 - Even harder version as requested, needs feedback please.
v2.12 - Updated for Seasons

Here's some pics:

We see Angela only maintains her B with no logic points.



Bumping up her logic points, she manages to score an A. Since she has 6 logic points, she normally would only get a 30% chance of getting an A, but since she's in a really good mood, that boosted her up to a 60% chance.




Finally, with her logic points maxed out and a great mood, she has a 50% chance of getting that A+.



Here's Lilith with her miserable D. With no logic points, her cap is at a D (the game starts her off intially with a D-), with only a 1% chance of improving. With a single logic point, her grades improve to a C.


Tags: #harder, #grades, #school, #child, #teen, #cheering

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

Sims 2
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
harderhardergrades.zip

Size: 7.1 KB · Downloads: 918 · 14th Mar 2007
7.1 KB 918 14th Mar 2007
hardergrades2.0.zip

Size: 6.7 KB · Downloads: 2,124 · 18th Mar 2006
6.7 KB 2,124 18th Mar 2006
hardergrades.zip

Size: 3.4 KB · Downloads: 1,489 · 17th Feb 2006
3.4 KB 1,489 17th Feb 2006
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
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. Place in Downloads Folder: Cut and paste the .package file(s) into your Downloads folder:
  • Origin (Ultimate Collection): Users\(Current User Account)\Documents\EA Games\The Sims™ 2 Ultimate Collection\Downloads\
  • Non-Origin, Windows Vista/7/8/10: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads\
  • Non-Origin, Windows XP: Documents and Settings\(Current User Account)\My Documents\EA Games\The Sims 2\Downloads\
  • Mac: Users\(Current User Account)\Documents\EA Games\The Sims 2\Downloads
  • Mac x64: /Library/Containers/com.aspyr.sims2.appstore/Data/Library/Application Support/Aspyr/The Sims 2/Downloads
Need more information?
 
37 Comments / Replies (Who?) - 35 Feedback Posts, 1 Thanks Posts
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Lab Assistant
#2 Old 17th Feb 2006 at 11:09 PM
Thank you!
MTS2 Hot Pepper
#3 Old 17th Feb 2006 at 11:40 PM
mmmm
Smarty!! TY!
Gonna try it!
Very interesting!

Currently playing Sims 4 full collection. (and fixing my mods folder)
Field Researcher
#4 Old 17th Feb 2006 at 11:52 PM
much much better idea....it would be cool if all skills would have an effect on school work but yours is an A+ 100% better then maxis way of it ....

well done will try it out tonight and let u know.
Lab Assistant
#5 Old 18th Feb 2006 at 3:36 AM
Don't know about all skills, but think creativity, charisma, and possibly body should play some part. Or don't they have children riding through school purely on their looks or athletic ability where you're from. I know that atleast half my honor roll in both Jr. High and Highschool were dumb as bricks when it came to anything remotely logical.
Instructor
#6 Old 18th Feb 2006 at 3:57 AM
Wonderful idea and I'm so glad you've done this. Modders like you continue to add so much more realism to our game. Thank you for putting in the hard work.

Elen síla lumenn’omentielvo
A star shall shine on the hour of our meeting.
Lab Assistant
#7 Old 18th Feb 2006 at 5:35 AM
great idea ; maybe creativity skills and others just like they require for work....
Forum Resident
#8 Old 18th Feb 2006 at 5:56 AM
Thanks for this great hack - it makes a lot of sense. School was way to easy for sims before, and this challenge will be more fun.

Julie =)

"I'm thinking about how if you took the W in answer, and the H in ghost, and the extra A in aardvark, and the T in listen, you could keep saying WHAT but no one would ever hear you because the whole word would be silent." - 25th Annual Putnam County Spelling Bee
Test Subject
#9 Old 18th Feb 2006 at 9:13 AM
Fantastic - always looking for ways to make the game a bit harder and this is a great idea. Glad to hear that a harder career is also being worked on....it's too easy to get promotions and bonuses!
Guest
#10 Old 20th Feb 2006 at 6:19 AM
Wow, thanks! I was thinking about a mod like this, since I've always been annoyed about how my lazy/dumb sims continue to pull an A+ just by doing their homework.
Lab Assistant
#11 Old 22nd Feb 2006 at 4:33 AM
Thanks! I love hacks that make gameplay a little more challenging.
Test Subject
#12 Old 1st Mar 2006 at 8:20 AM
I like the idea of making grades harder, but I don't think that logic alone should be the determining factor.

Creativity is more aplicable for writing & art classes
Body for PE ect. . .

The jobs that the sims will eventually have call for all of the skill, it seems unfair to give bias to one of them.

So nice work, but I'm gonna pass for now.
Lab Assistant
#13 Old 2nd Mar 2006 at 12:23 AM
This is brilliant, but if you ever plan to rehash it, maybe creativity can rat in, too? Logic is very helpful in school, but if you have creativity and logic, then you can use creative problem solving. Would be neat, and even more challenging.

Don't get me wrong, this is absolutely brilliant, and I'm dashing off to put it in my game right now! Thank you, thank you, thank you!
Lab Assistant
#14 Old 2nd Mar 2006 at 5:47 PM
I think this would work better if you did a combo of skills. What I mean is this. Use, Logic, Creativity, Body and Charisma. Use the same scale as you do with your current system of logic but instead of only using logic as the basis of the system, use the total pool of point from the four skills of Logic, Creatitvity, Body and Charisma. That makes more sense to me, because you should be able to be a well rounded person and get an A+, or be super smart in one subject and get an A+. You might want to make the scale a little harder though, cause it's easier to get the lower skill points. So you would need, say 12 points total to get A+ or something like that.
Lab Assistant
#15 Old 5th Mar 2006 at 8:39 PM
Thankies! Much more realistics!

Click here for my creations! Includes toddler outfits, nighties, alien eyes, custom majors, the t-shirt in my avatar and much more!
Field Researcher
Original Poster
#16 Old 18th Mar 2006 at 12:55 AM Last edited by syberspunk : 31st Mar 2006 at 8:24 PM.
I finally managed to install TS2 back again, all the way up to OFB, as well as get my neighborhoods back in working condtion (well at least they seem ok so far :P).

I had been working on this before OFB was released, but stuck it on the backburner while I was scrambling to update my hacks. Now that I've taken some time to look at it again and test it out, I feel like it's ready for a release.

I've put some of the details up in the first/main post. I decided to use 4 main base skills, as they seemed the most "logical" to me. Even though cooking, mechanical, and cleaning might apply to certain classes, such as home-ec or shop, I felt that the other 4 were more applicable, and I could better associate them with personality, interests, and aspiration while still making sense in having some logical effect on grades.

Things work on the same general principal, with the four skills each contributing about 25% to the overall random chance of grades improving, if a sim hasn't already met the regular criteria for each "grade level" in their base skill.

Although the weighting is a cool idea, I didn't want to have to deal with 'ticks' and time dependent modifiers. That would require me to learn a bit more, and I'm too lazy to do that right now. Instead, I took a much "simpler" approach, using my original idea as a basis, and expnanding it to incorporate 3 other skills.

The end result is, in general it will be much harder if your sims don't have any skills at all. They will pretty much be stuck at D or C. Therefore, CAS Teens will most likely have the hardest time with this. All other younger sims should do reasonably well, depending on how much time you devote to skilling (and more specifically, which skills you focus on). If you use macrostatics and or the baby controller, your sims will most likely do very well, and in the end, it probably won't be that much harder. Overall, it should be harder to get an A+, but if you have a lot of skills, and are in Gold or Platinum Aspiration levels, then you should get A+'s as easy as before. In this respect, the hack rewards players who keep their sims aspiration levels high. If you bothered or managed to fulfill LTWs, you probably don't want it to be so hard for those sims. So this is an 'out' for those sims.

Anyways, please test it out and let me know if you have any problems with it. I always appreciate feedback. Let me know if it is still too easy or if it suddenly becomes insanely hard. I think it's reasonably balanced. In my test runs, I used the Pleasant house as usual, and there was still some randomness in there. Despite the difficulty, sims could still get an A+ if they had a lot of skill points, so it isn't totally impossible. However, I feel it is still balanced, because you do need several skill points still, and in this way your grades will sort of reflect the time you spent "studying" or building up those skills. :D

Ste

Edit:

Quote:
Originally Posted by Bain
I think this would work better if you did a combo of skills. What I mean is this. Use, Logic, Creativity, Body and Charisma. Use the same scale as you do with your current system of logic but instead of only using logic as the basis of the system, use the total pool of point from the four skills of Logic, Creatitvity, Body and Charisma. That makes more sense to me, because you should be able to be a well rounded person and get an A+, or be super smart in one subject and get an A+. You might want to make the scale a little harder though, cause it's easier to get the lower skill points. So you would need, say 12 points total to get A+ or something like that.


Actually... it's funny that you mentioned this, because this is ultimately what I ended up going with as far as which skills I decided to use.

And yes, it is kind of easy to get those lower skills. What I decided to do is have a base skill or main skill depending on aspiration or interests. And then having each of those skills modified based on personality. So now you can focus on the specific skill, or build up several other skills and still have a chance of increasing your grade. It will be more of a challenge for those other aspirations, whose base skill will depend on their interests. :P

For those sims who don't build up their base skill, they will have a random chance of their grade improving. As the total number of skills they have increases, the chance increases. So yeah, if you focus on building up those lower levels of several skills rather than sticking to one track, you will have just as good a chance. But there will still be some randomness because the chance can be increased or reduced based on your sims personalities.

I may revisit this if I ever think of a better way to compensate for how easy it is to build those earlier skills. I just didn't want to have to think of a weighting scheme or anything more complex that requires more thinking. :P
Field Researcher
Original Poster
#17 Old 1st Jun 2006 at 12:51 AM
New version available that lessens the cheering that some of you may find annoying. Please download and test. Feedback is always appreciated.

Ste
Field Researcher
Original Poster
#18 Old 5th Jun 2006 at 3:51 AM
Updated the format. It should definitely be compatible with Uni or just the basegame. If you have NL or later, you do Not have to update.

Ste
Lab Assistant
#19 Old 24th Jun 2006 at 10:37 AM
Is this compatible with Pescado's "no cheering" hack? I love the idea but I don't need any more conflicts (just had to reinstall...)
Field Researcher
Original Poster
#20 Old 25th Jun 2006 at 8:02 PM
I'm not sure if they are compatible. You should check it with a hack conflict tool. I thought the NL patch changed things anyway. I don't use Pescado's hack, which I'm pretty sure isn't needed for OFB, so I can't be sure.

Ste
Field Researcher
Original Poster
#21 Old 10th Oct 2006 at 3:33 AM
Jordi was kind enough to pm and provide me a copy of an InTeen compatible version of this. So I have removed the 2.0 version and replaced it with the InTeen v2.11 by Jordi.

Here are the details:

Quote:
Originally Posted by Jordi
There is a minor conflict between Harder Harder Grades v2.11 and the inTeen. I have fixed it in my own game, let me know if you want a copy of it.

Basically the inTeen does an additional check for career (presumably for the "mature teen" stage?) and without it in your mod there are some silly sideresults such as random grade drops.


Thanks Jordi.

Ste
Lab Assistant
#22 Old 29th Nov 2006 at 7:34 PM
I download verion 2.11 and my simmies grades just kept dropping. One had eight logic points and all other skills at least four, most six or more but the grades just always drop.

Click here for my creations! Includes toddler outfits, nighties, alien eyes, custom majors, the t-shirt in my avatar and much more!
Field Researcher
Original Poster
#23 Old 3rd Dec 2006 at 12:22 PM
Quote:
Originally Posted by MimiRose
I download verion 2.11 and my simmies grades just kept dropping. One had eight logic points and all other skills at least four, most six or more but the grades just always drop.


Hrm. Well... have your sims been doin their homework, and have they been going to school? I haven't played a regular household in awhiles... but I haven't really made any significant changes since 2.11 as far as I can recall, and that was working for me. What aspiration are your sims? Do the skills match? Even if a sim doesn't have any points in their base skill, if they have several points in other skills, their grades should increase so long as you have them do their homework and go to school.

The only other thing I can suggest is to check your downloads and make sure you don't have any conflicting hacks. :shrug:


FYI - For InTeenimater users, Jordi is maintaining the InTeen compatible version which can be found over here.

Ste
Test Subject
#24 Old 10th Jan 2007 at 10:08 PM
I love homework/school/grading hacks! It makes for a better variety of students and keeps me on my toes when it comes to making me more aware of my Sim's personalities/moods/aspirations and how it affects their grades. I think the "interests" part of the game is highly overlooked and I am glad to see that you actually use it for part of your hack.
The best part is that it works beautifully in my game. Thanks!
(On a side note, I officially have a separate folder for your hacks with your name on it! You've joined the ranks of JM, TwoJeffs, Monique, Jase etc!) Kudos!

"That probably would have sounded more commanding if I wasn't wearing my yummy sushi pajamas."
Lab Assistant
#25 Old 6th Feb 2007 at 1:59 AM
I am having a problem with your hack. I have downloaded this mod twice now, and both times I my sims will not get on the school bus, no matter what I do. When I uninstal this mod, the problem resolves.
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