SIMpathy

by Arsil Posted 26th Feb 2015 at 10:37 PM - Updated 20th May 2016 at 2:42 PM by Arsil : minor update
 
42 Comments / Replies (Who?) - 14 Feedback Posts, 27 Thanks Posts
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Test Subject
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#26 Old 15th May 2015 at 8:27 AM
Hi! I'm really glad you made this mod! It's really awesome and it gives my game so much more depth! If I may make a couple of suggestions, maybe you can make certain moodlets have a greater pull on the mood - right now, if my Sim is mourning or something else tragic, their mood will still say "happy" since they usually have three or more positive buffs, even if they're simple ones like "well rested". The "mourning" and "heartbroken" moodlets should have higher priority than minor positive moodlets. And maybe have moodlets like "juiced" have a higher priority because when you drink you forget (I guess it depends, maybe it'll make it worse, like the guy at the bar spilling all of his sorrows to the mixologist). I don't know, I hope I explained that well. And also, I noticed you were looking for effects the mood will have, and I know of some walk styles that might work for some of the moods. I don't know any of the file names or technical stuff, but there are a ton of "Happy" walkstyles, like the eutopian one from ITF, the Imaginary Friend one (also works for children), and the Stride of Pride walk. For Angry, there's one where the sim stomps their feet angrily, also works for children. There's the Walk of Shame for Sad. Maybe you can use the elder walk for uncomfortable, like your sim's back hurts so they're crouched over like that. Anyway hope I was at least a little helpful!
Inventor
Original Poster
#27 Old 15th May 2015 at 9:00 AM Last edited by Arsil : 15th May 2015 at 10:54 AM.
Thanks for your feedback. You made some good points.

About the moodlets. I agree with you that some should carry more/less weight than
others and the positive ones definitely exceed the negative ones. If you like, you can
make yourself a xml override mod of the "Buffs" xml to tweak them one by one.
But that solution doesn't appeal to me. Another approach could be to add a xml tunable
weigth for negative values: the default value would be 100 (as 100%), but you can
increase it to give more importance/priority to negative values. So if you put for
example 150 then a -10 will count as a -15 (not for the overall mood but to decide
if a Sim is more angry than happy for instance). What do you think?
That would also be very quick and easy to add to the mod***

About the effects, I was only talking about the animations played as a reaction when a Sim
is asked how he/she feels. I have no interest in making the walking style based on the mood.

*** EDIT: Done. While I was there I also added a tunable weight for each moodaxes,
this way you can give more or less importance/priority to each one (for example,
moodlets that change the [un]fulfilment are rare, so you may want to give more importance
that moodaxis).
The mod comes with default values that don't change any weight (all are set to 100%),
so you won't notice any difference from the previous version. You have to twek them
yourselves to your liking. Let me know if there's something wrong and remember that
the MoodScanner still shows "unweighted values".

If you modified the balloons or animations keep a copy of the xml in the old mod package to
paste those settings into the new one, or better yet, add yourself the new tunables to your old xml.
Inventor
Original Poster
#28 Old 15th May 2015 at 11:04 AM Last edited by Arsil : 15th May 2015 at 2:17 PM.
Sorry for double posting: please re-download if you downloaded in the last 5 hours (see last edited time of this post).
Test Subject
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#29 Old 16th May 2015 at 11:14 PM
I haven't even decided if I'm going to download this yet, I just want to praise you for your accurate and appropriate use of IPA in the description. Something that annoys me way more than it probably should is the general failure of most people to use IPA effectively, typically opting instead for a much less accurate system of transcription.
Test Subject
#30 Old 24th May 2015 at 10:59 PM
Hi, i would like to install your mod but i don't uderstand all ur describe.. I've Supernatural and pets, so can i use it?
Thx
Inventor
Original Poster
#31 Old 25th May 2015 at 12:19 PM Last edited by Arsil : 25th May 2015 at 1:38 PM.
Yes. Except maybe for the patch level, this mod has no requirements.
Instructor
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#32 Old 30th May 2015 at 9:23 PM
I'm definitely going to try this mod out, and thank you for making it. Can't wait to get it into my game. :-)
Test Subject
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#33 Old 4th Jul 2015 at 9:16 AM
Hello, Arsil! This mod sounds like fun! I'd love to try it out, but I'm on the patch level 1.63 :/ Is there a chance this mod might work well with the game version 1.63? Has anyone tested it? Unfortunately, won't be able to update TS3 anytime soon ;_;
Thank you for reading and possibly answering!
~Nighwyl
Inventor
Original Poster
#34 Old 8th Jul 2015 at 7:57 AM Last edited by Arsil : 8th Jul 2015 at 9:09 AM.
I don't know. Try it with a new game and see if all 3 features work correctly.
If not, don't save the game (EDIT: and don't go back to main menu to start/load
another one, close the game), remove the mod and delete the scriptcache.
Test Subject
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#35 Old 13th Aug 2015 at 5:36 PM
This is so great! I am very empathic myself and I always wished I could understand NPC Sims' better. It is great my Sims will be able to talk more with their friends and loved ones *how* they are *feeling*. I think this will really help in relationship building. Thanks very much! :D
Test Subject
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#36 Old 14th Aug 2015 at 1:39 PM
thank you
Test Subject
#37 Old 10th Nov 2015 at 7:26 PM
Hi I am liking this mod much but one thing I am not sure I get is when you do a " moodscanner" of a sim, it will have a 0 or a number between the two extremes, e.g. sadness 20 happiness. What does the number in middle represent? And most have a zero. Thanks, hope you understood what I meant there .
Test Subject
#38 Old 16th Dec 2015 at 10:34 PM
RELEASE THE LLAMAS xD
Instructor
#39 Old 27th May 2016 at 8:36 AM
This is a neat mod. I've been using it in my game for some time. A couple of suggestions:

1. "Ask About Mood" is more in line with EA's terminology, with regard to the interaction label, than "Ask how s/he feels", at least as far as English localization is concerned.
2. Is it possible to make asking about mood add a small amount of LTR points between sims who are acquaintances or closer? Showing concern in this manner is a way to bond in real life. This would make the autonomous asks more meaningful too, as that sometimes occurs when the player is not looking at the sims, thus making it seem like this gesture of concern never happened since it has no noticeable impact on the sims or the player (who did not see the speech bubble.) There can even be a LTR decrease if this is performed between sims with poor relationships, akin to asking an insincere question to a stranger or someone you don't get along with in real life. The change in LTR can also occur only sometimes when this interaction is performed, not every time, to give it some variety.

Thanks for this interesting mod!
Lab Assistant
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#40 Old 15th Jul 2016 at 9:28 PM
Awesome idea! Installing now. I also agree with Butterbot's thoughts above, if you are interested in adding them.
Lab Assistant
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#41 Old 10th Aug 2016 at 10:10 AM
Good stuff. Thank you. :)
Forum Resident
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#42 Old 2nd Oct 2016 at 3:15 AM
I am so excited to try this out! Thank you Arsil!
Test Subject
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#43 Old 5th Jun 2017 at 6:04 AM
Thank you for this wonderful mod I look forward to testing it.
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