Moodlets + Six Bars vs. Eight Bars

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J. M. Pescado:
Quote from: Kyna on 2009 July 09, 09:50:39

My sims are waking up at 6am, heading down to the library to do some skilling before work under SupCom, then when they get to the library they turn around and go home so that they can go back to bed for one more hour.
If they're waking up prematurely, something weird is causing them to wake up without authorization that is throwing a wrench into the works. I have not isolated what causes this rare condition, and haven't successfully reproduced it reliably.

Kyna:
The reason they wake up at 6am is because I'm sending them to bed so that they will wake up at 6am.  I like my sims to get up 3 hours before work starts, that gives them time to use the bathroom or to do some skilling if they don't need the bathroom.  The reason I like skilling in the morning is that instead of the sims rushing out to the carpool as soon as it arrives (on the hour) the sim can skill until 30-40 minutes past the hour and still make the carpool.

SupCom seems to think that 2 hours before work starts is a better time to wake up, and will send sims back to bed if they get up 3 hours before work starts - but first it sends them off to the library or gym (depending on which skill was queued), then when they get there it decides to send them back home to bed.

Shazaam:
Quote from: Mire Krisma on 2009 July 01, 04:00:08

What do you think of the moodlet hybrid system in TS3, compared to the old need bars from previous games?

After a week of playing with TS3's moodlets + bars, I have to say I hate it. The moodlets are extremely overpowered, IMO. Joe Sim here can be smelly and socially neglected, but still be happy as a clam because he ate a tasty breakfast! There also seems to be a huge amount of good moodlets vs. bad moodlets ( or perhaps I'm not seeing them ), which throws off the balance even more. Perhaps my biggest rant is the absolutely retarded art style in the moodlet thumbnails. Any moodlets involving the emoticon-esque face are cheesy ( the "It's Dark" moodlet takes the cake ), and there's a few more that make me shudder.

I'm not saying that moodlets themselves are horrible, I would just like to see a facelift of points-weighting and perhaps some replacement thumbnails.


I think I'm really understand what your meaning. My sims just like yours, always in very happy and elated mood. Guys, did you notice this too? I think it's abnormal too. The normal should be in fair mood. Very Happy and Elated mood only for special event or special condition, not almost every time. Our sims is just a normal human, not a Buddha.

I do something with the moodlet value. I notice there's 3 moodlets that have a huge influence with our sims mood. The well rested, decorated (nicely/beautifully decorated) and entertained/having a blast. This always make my sims mood high, since three of them has a high value and long timer. I reduce the value into half of the original. Like having a blast moodlet, I lowering to 20. Entertained to 10. well rested to 10. Decorated to 5, nicely deco to 10 and beauty deco to 20. I also increase the value of achievement moodlet, like fulfilled to 40. I think fulfilled moodlet will makes sims very happy and elated like in the real life, so I increase it to 40. Watching a movie, concert, etc, I also increased to 40. Married, first kiss, first romance, etc, more than 40, maybe 50 to 70.

I also double the strength of bad moodlet. Like very hunger to -30, must have a pee to -40, rude awakening to -40, etc. This make the bad moodlet has a strong influence and makes the mood hit yellow, orange even red. Like if you really must have a pee in the real world, your mind is so distracted, you can't think another, so urgent, your mood is bad too, that's why I make really must have a pee to -40. I do the same with rude awakening, like in the real world, when you in deep sleep and suddenly being awaken by something, you must be very angry, right? -40 will make the mood into yellow to red.

I do a lot of changes, and I don't remember all of them. There's too many, almost all may be. I'm very satisfy with the result, although psychological, it's makes the game a bit harder, may be in my head only, since I saw a lot of yellow mood in my sims picture. But most of the time my sims has a fair mood, they are so happy when fulfilled/achieved something, just happy in good condition and uncomfortable for urgent matter. I'm still in research to achieve the best value of moodlet, so I haven't publish it to any sites. The setting sometime is not right, I need to fix that. Or I accidentally write a wrong value that I haven't notice or fix it.

You can download and put the moodlet.package to the usual place. And see the different. May be you should delete the scriptchange.package too. It's still not perfect but I hope you like it. You can anything with it, like change the value and fix the mess I left.

I also do change to the bed setting, that I don't included in the zip file, since it still in testing. and It look like it didn't work, I should play a lot to see if it work to all bed I applied. I make all bed to have a bed sleep change of possibility. I think sims sometime can has a nightmare, sleep in wrong position, etc. That the meaning of bad sleep I think, that's why I applied to all bed.

Frick:
Quote from: J. M. Pescado on 2009 July 09, 06:19:54

Actually, the calculation for energy is special. What it's doing is that it is determining the sims's "Wake Up Time", then sending them to sleep at the point where Expected Recharge Time intersects "Time To WakeUp", which should result in the Fully Rested moodlet at full power right before work. The machine is smarter than you are.

Interesting. How does the algorithm work for an unemployed sim?

CheritaChen:
Quote from: Shazaam on 2009 July 09, 19:47:27

The setting sometime is not right, I need to fix that. Or I accidentally write a wrong value that I haven't notice or fix it.


Everything else in your description sounds logical, and it might be something I'd want to try after a while when I too am completely bored with perma-happy Sims. But this statement would definitely make me unlikely to try your mod in my game--it's vague and sounds like a potential for gameplay borkage. What is it that you say is not set right and still needs to be fixed? If you're talking about the levels at which you set one or more buffs/debuffs, that would hardly be catastrophic. However, if the "wrong value" is something else in the file, how wrong is it? What makes you say that, what is it that you see happening in your modded gameplay?

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