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- Other - Testing asymmetrical relationships
Replies: 12 (Who?), Viewed: 525 times.
#1
20th Jun 2021 at 4:39 PM
Last edited by lizcandor : 24th Jun 2021 at 4:17 PM.
Testing asymmetrical relationships
Documentation in the spoiler! Mostly I'm just looking for confirmation that this mod can be activated and deactivated in other people's games, and feedback on any major weirdness that happens when relationships become asymmetrical. I fixed all the basic things I noticed - that's what the core mod part of this is for - but I'm sure there are other side effects I haven't discovered yet. @MissPat here is the thread, thanks for your testing assistance!
This is a mod to make sims' relationships asymmetrical! If you want sims to be able to think someone who hates them is their friend, this will do it.
Summary
Relationships being asymmetrical means that:
Use
This mod makes very small changes with potentially very wide ramifications, so use it at your own risk! I'd recommend not activating it in a save that's important to you right away, try a save you're willing to mess up first.
By default, the mod is inactive and does nothing; enter the cheat "unlinkRelationships" to activate it. This only needs to be done once per save, you don't need to re-enter it when traveling.
When you want to return the game to normal, enter the cheat "relinkRelationships". If you've traveled, do this in every world you've traveled to. If you don't use the relinking cheat before removing the mod, any asymmetrical relationships that exist will stay asymmetrical, which may cause some unexpected game behavior.
Compatibility
This is a script and a core mod; the core mod component edits Sims3GameplaySystems.dll, so it's incompatible with any other core mod that edits that same dll. It's compatible with NRaas ErrorTrap, since ErrorTrap edits a different resource (thanks to Chain_Reaction for clarifying!)
If you're comfortable using S3PE, you can remove the core mod component by deleting the nameless S3SA from the package file. That'll make this mod behave less intuitively (what interactions are available will depend on the target's opinion, not the actor's; whether interactions succeed or fail will depend on the actor's opinion, not the target's; and interactions will affect how much the actor likes the target, not how much the target likes the actor), but it will still produce asymmetrical relationships, and will no longer be a core mod (which means it'll be totally conflict-free). If you do this, make sure you include that information in any bug reports you have; I won't be debugging issues specific to the non-core version, but I figured I should at least mention it's an option!
Otherwise, this mod shouldn't be able to conflict with anything! If you think it's conflicting with another mod you have anyway, please give the most detailed description of the problem that you can.
And finally, this mod was made on patch 1.69 and works with patch 1.67.
Summary
Relationships being asymmetrical means that:
- What the user interface shows you is now only what the active sim thinks of other sims they know; what they think of your sim isn't visible.
- Whether an interaction is available depends on what the actor thinks of the target.
- Whether an interaction succeeds or fails depends on what the target thinks of the actor.
- Interactions only change how much the target likes the actor, not the other way around.
- Adjusting the relationship points bar with testing cheats enabled only affects how much the active sim likes the other sim, not the other way around.
- Most long term relationship types can be mismatched - e.g. one sim in a pair can think they're Good Friends while the other thinks they're only Friends. Exceptions to this are Boyfriend/Girlfriend, Fiancee, Spouse, Ex, Ex-Spouse, and Best Friends Forever: these are still applied to both sims, for simplicity.
Use
This mod makes very small changes with potentially very wide ramifications, so use it at your own risk! I'd recommend not activating it in a save that's important to you right away, try a save you're willing to mess up first.
By default, the mod is inactive and does nothing; enter the cheat "unlinkRelationships" to activate it. This only needs to be done once per save, you don't need to re-enter it when traveling.
When you want to return the game to normal, enter the cheat "relinkRelationships". If you've traveled, do this in every world you've traveled to. If you don't use the relinking cheat before removing the mod, any asymmetrical relationships that exist will stay asymmetrical, which may cause some unexpected game behavior.
Compatibility
This is a script and a core mod; the core mod component edits Sims3GameplaySystems.dll, so it's incompatible with any other core mod that edits that same dll. It's compatible with NRaas ErrorTrap, since ErrorTrap edits a different resource (thanks to Chain_Reaction for clarifying!)
If you're comfortable using S3PE, you can remove the core mod component by deleting the nameless S3SA from the package file. That'll make this mod behave less intuitively (what interactions are available will depend on the target's opinion, not the actor's; whether interactions succeed or fail will depend on the actor's opinion, not the target's; and interactions will affect how much the actor likes the target, not how much the target likes the actor), but it will still produce asymmetrical relationships, and will no longer be a core mod (which means it'll be totally conflict-free). If you do this, make sure you include that information in any bug reports you have; I won't be debugging issues specific to the non-core version, but I figured I should at least mention it's an option!
And finally, this mod was made on patch 1.69 and works with patch 1.67.
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#2
20th Jun 2021 at 4:59 PM
Posts: 845
Thanks: 371 in 3 Posts
Happy to test this! Will try and load it in my game this afternoon actually. Should report back soon.
Test Subject
#3
21st Jun 2021 at 9:11 PM
Posts: 5
Hi! I tested this out briefly and I was able to unlink and link relationships with no problem. I've always wanted something like this and it was so cool to see sims thinking differently of each other. I didn't play for very long, but I played in a heavily modded game and didn't see any issues, but I don't know if that will change if I play longer or not. I hope this was helpful!
#4
21st Jun 2021 at 11:33 PM
Awesome, thanks for the help @lolly123453! That it doesn't break a game with a lot of other mods installed is definitely encouraging. What patch level are you on? From what little I know about core mods, I've been assuming it won't work with anything but 1.69, but I'd be very happy to be wrong.
Test Subject
#5
21st Jun 2021 at 11:50 PM
Posts: 5
I'm on patch 1.67
#6
22nd Jun 2021 at 12:00 AM
Sweet, it works more widely than I thought then!
Lab Assistant
#7
22nd Jun 2021 at 7:13 PM
Last edited by SonyaYU : 22nd Jun 2021 at 7:24 PM.
Posts: 185
Thanks: 368 in 2 Posts
Woah, great job in getting this to work, putting this into my game asap!
What kind of issues should be expected without the core part?
What kind of issues should be expected without the core part?
#8
22nd Jun 2021 at 10:14 PM
Thanks! Changes if you de-core-mod it (I'll add this information to that spoiler too): 1) what interactions are available will depend on the target's opinion, not the actor's, 2) whether interactions succeed or fail will depend on the actor's opinion, not the target's, and 3) interactions will affect how much the actor likes the target, not how much the target likes the actor. Which to me was confusing to think about, but I guess you could try thinking of it as that the UI is showing you the other sim's opinion of the active sim instead of the active sim's opinion of the other sim.
Lab Assistant
#9
23rd Jun 2021 at 12:18 AM
Posts: 185
Thanks: 368 in 2 Posts
Quote: Originally posted by lizcandor
Thanks! Changes if you de-core-mod it (I'll add this information to that spoiler too): 1) what interactions are available will depend on the target's opinion, not the actor's, 2) whether interactions succeed or fail will depend on the actor's opinion, not the target's, and 3) interactions will affect how much the actor likes the target, not how much the target likes the actor. Which to me was confusing to think about, but I guess you could try thinking of it as that the UI is showing you the other sim's opinion of the active sim instead of the active sim's opinion of the other sim. |
Oh thanks, that's interesting.
Wonder if these could be done in a non-core way in the future.
#10
23rd Jun 2021 at 12:30 AM
Yeah, that would be a lot more convenient. The thing I've core modded for all of those features is the order of the Sim arguments passed to Relationship.Get by the relevant methods (FindMostSuitableRule, UpdateConversationAfterInteraction, GetAllInteractionsForPieMenu, and GetAllInteractionsForAutonomous) - I don't know what could be a non-core way to change that, or a good workaround for effectively editing those methods without *actually* editing them...but I'm sure there is one if we think about it long enough!
#11
23rd Jun 2021 at 12:33 AM
Posts: 845
Thanks: 371 in 3 Posts
Apologize for the delay! I tested today and left you comments and screenshots on Discord. Overall everything is good to go from my testing! Thank you so much for making this mod happen, I know many simmers will be thrilled for this 2t3 relationship system porting mod.
#12
23rd Jun 2021 at 1:09 AM
Awesome, thanks! If there's nothing to fix, I'll put this in the queue then!
#13
23rd Jun 2021 at 1:24 AM
Posts: 845
Thanks: 371 in 3 Posts
I say go for it! Can't wait to see it live.
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