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#1 Old 22nd Jan 2023 at 12:00 AM Last edited by echoweaver : 26th Jan 2023 at 3:41 PM.
Default Pet Diseases Beta
OK, with some trepidation, I have part 3 of my Pets expansion expansion: Diseases

This has been a bear to test. So much is based on probabilities and randomized timers. I'd love feedback on how the symptoms work and how well they give a sense of being sick.

Known issues: Some converted animations are glitchy. Some converted animations don't have sound.

This mod introduces four diseases (or five, depending on how you count). All can be caught by cats or dogs and are contagious between the two species.

1. Germy: This is essentially a cold.
- Symptoms: Pets periodically cough, an animation converted from the cat's Hack Up Feathers idle, but without the feathers.
- Caught by: Being outside in rain or snow, with a small chance of catching from non-resident sims the pet just met. Cats have a small chance of catching it from fishing when the temperature is at or below 40 degress F.
- Contagion: It can be passed from sim to sim via proximity.
- In most cases, Germy expires, and the sim becomes healthy again. There is a 25% chance it will develop into Pneumonia.
- No cure and no vaccine.
This replaces the Germy moodlet that dogs can get. (At least, the wiki says dogs can get a Germy moodlet, and I've seen threads on it on several forums. I haven't seen it myself, but I usually play with cats.)

2. TummyTrouble: This is EITHER a virus or food poisoning.
- Symptoms: Periodic nauseous moodlets
- Caught by: The virus can be caught from meeting strangers, fishing, playing in the toilet, and eating trash. Food poisoning can be caught from eating human food (higher chance if it is spoiled) and eating prey.
- Contagion: Food poisoning is not contagious. Stomach flu virus is proximity contagious. There's no way to know which one your pet has except by observing.
- Can be cured at the vet. Cannot be vaccinated against.

3. Pneumonia
- Symptoms: Coughing, Wheezing (from dog panting), and passing out.
- Caught by: Having a Germy moodlet and being unlucky
- Contagion: Currently not contagious
- Has a 25% chance of being deadly if not cured at the vet.
- Can be cured at the vet. Can be vaccinated against.

4. Petstilence: This is inspired by rabies, but is almost entirely unlike it. Rabies is just too awful to put in the Sims.
- Symptoms: Three stages of increasing behavioral symptoms -- excited, scared, and angry. At the second stage, pet starts drooling. At third stage, flies start swarming around the pet.
- Caught by: Low chance of catching from fleas or catching prey.
- Contagion: Fluid-borne. Can be caught from woohoo or fighting with an infected pet. The raccoon is considered always infected for this purpose.
- 100% lethal if not cured.
- Can be cured and vaccinated.

Add two human interactions:
- Take to Vet: On a sick pet that can be cured.
- Vaccinate Pets: On Hospital rabbitholes. This action can be performed on multiple pets from your household at the same time. You can't vaccinate pets that are A) currently vaccinated or B) currently sick.

Like Pet Fighting, death is tunable. Death is set to on in this package.

There is also a debug mode that can be tuned on and off. It is set to ON in this package. Debug mode has a lot of popups.
Attached files:
File Type: zip  PetDisease_test2.package.zip (369.7 KB, 13 downloads)
File Type: zip  PetDisease_test3.package.zip (370.6 KB, 7 downloads)

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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#2 Old 22nd Jan 2023 at 7:14 PM Last edited by echoweaver : 24th Jan 2023 at 5:30 AM.
OK, the delightful EaselEar from Discord has found that my symptom timer is not being destroyed properly when the disease moodlet is removed. I'll put up a fix for that ASAP.

Also, it's not clear that the moodlets are getting the correct duration set.

NOTE: The Test2 version above now fixes both problems.

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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#3 Old 26th Jan 2023 at 3:45 PM
Test 3:

- Fixes (I hope) an issue with the death sequence not completing when a pet dies of a disease
- If you are NOT in debug mode, now the disease moodlets will not show their length. They will still show in debug mode because tracking the numbers on this thing is hard enough
- A bunch of debug messages are cleaned up and hopefully made more understandable to someone other than me

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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#4 Old 29th Jan 2023 at 9:41 PM
I still have reports from EaselEar that the death sequence at the end of a lethal disease is not completing. The "Succumb" interaction, which is essentially the same as what I do in the fighting skill, now works fine, but the pet doesn't die when it queues from a relevant moodlet.


Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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