Moodlets + Six Bars vs. Eight Bars
Shazaam:
Quote from: CheritaChen on 2009 July 09, 21:03:30
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?
You don't need to worry. It work great and I satisfy with it. You can delete or modify the value by yourself if you find there's something not right or suitable. It's still in alpha or beta stage anyway. That's why I haven't publish it to any sites. :)
Since I just make it in this couple of days, I still haven't figure it out the right balance or standard of value. That's the hardest part, I need to play for a long time to find the right balance and make a standard for it. So far I use my own calculation in my head to find the right value, but I satisfy with the result so far. Just a little minor thing that may be I write the wrong value that it should be and make the game a little unbalance for some moodlet. I'm still in research. You can change that manually if you found it. May be you can give a suggestion, we can share the value, test it together to find the perfect and realistic value.
So far I divine the moodlet into several groups:
Good moodlet:
Minor Condition: like environment, decorated, squeaky clean, mint teeth, etc.
Have Fun: entertained, having a blast, evilness delighted
Big Have Fun: Party, watch a concert, watch a movie, etc.
Social/mental condition: flattered, inspired, etc
Achievement: fulfilled, honor student, etc.
Big Achievement: marry, first romance, first kiss, etc.
Bad moodlet:
Minor Condition: bad/dirty environment, sleepy, need to pee, grungy, etc.
Major Condition: tired (very sleepy), must have a pee, smelly, etc.
Social/mental condition: offended, embarrassed, upset, etc.
Disaster: lost a friend, etc.
Big Disaster: Fired, divorced, mourned, etc.
I just haven't find a standard of value and connection between all of them.
What I do so far is find the problem why my sims always feel very happy and elated, which major moodlet influence it. And I found 3 kind moodlet:
Decoration: Decorated, Nicely Decorated and Beautifully Decorated (value 40)
Entertained: Entertained, Having a Blast (value 40)
Sleep: Well Rested (value 40)
Each of three of them has 40 value, total you always get 120 positive mood. The timer is also importance too, since three of them has a long timer. That makes my sims always very happy almost entire day and almost everyday too. I cut all of them into half of the original value. Well rested to 10.
Like Mira Krisma said too, the bad moodlet don't have a great impact. I notice this too. There's 2 stage of bad moodlet of sleepy: Sleepy and Tired. I notice that Sleepy has no negative moodlet, so I increase it to -10. Tired to -30 or -40 (I forget). Just like want to pee, hungry and low hygiene too. -40 will make a yellow mood, 2x~3x -40 will make a orange~red mood.
I also modify another bad moodlet like upset to -40, caught after curfew to -40, etc. The rest I forget, since I directly edit the xml file and I don't know which one I change at that tme, how many the value I type, etc. But so far I satisfy with the result, there's no major issue. Just need to find the right balance between all, make a standard and applied to all. ;D
Just download and try it. It's very worthy and won't destroy the entire gameplay, just a little modification like another mod too. I hope you like it. ;)
J. M. Pescado:
Quote from: Frick on 2009 July 09, 20:40:26
Interesting. How does the algorithm work for an unemployed sim?
From monitoring the habits of the unemployed, their schedules are completely whacked out and acyclic, much like real life.
Quote from: Shazaam on 2009 July 09, 19:47:27
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 think this is really more a question of labelling than it is of the actual numbers. Unless your sims are well into the upper bubble, mood-wise, they're still being penalized for it at work, so tey're not THAT happy. The game just makes them seem that way to make the sheeple feel better about how they're doing. Based on the actual in-game effects, "Very happy" really correlates more with "mildly irritated", and all you really need to do is to change the labels and everything is fine.
Orange Indigo:
Quote
The game just makes them seem that way to make the sheeple feel better about how they're doing
That what I thought.
It seems like the Moodlet system was create to make inefficient players feel better about their playing ability. My Sims are constantly "very happy", when it's clear to me that they have some motives that are dropping, and they haven't had any wishes fulfilled recently. The mood indicator at work is often not the grinning bright green emoticon at this level, as you said.
I guess there must have been a barrage of complaints that The Sims 2 was too hard, or something. Now it seems extraordinarily simple to keep your Sims content enough to work on skills/friends/collections/whatever nearly nonstop for their entire lives.
Thank God there's an option for shorter lifespans.
Frick:
Quote from: J. M. Pescado on 2009 July 10, 07:53:19
Quote from: Frick on 2009 July 09, 20:40:26
Interesting. How does the algorithm work for an unemployed sim?
From monitoring the habits of the unemployed, their schedules are completely whacked out and acyclic, much like real life.
That does make sense. I was annoyed that my unemployed sim wanted to get a good day's sleep before starting on her painting and I thought it would be more productive to go ahead and paint until she got tired, but I guess it all evens out in the end. The machine is smarter than I am.
stephyd:
Quote from: Liz on 2009 July 09, 00:28:48
I think the moodlets are a great idea, and I'm looking forward to seeing how they evolve. Having a great time in a beautiful setting with your love? Damn right that's going to more than offset that fact that you're a little hungry.
Right now the bar that's pissing me off is hygiene. Yes, daily bathing is good and good for you. But say my sim has a bath before bed. Then she gets up to sit at her desk job all day, comes home to eat a salad, and sits around reading for a while. Her hygiene should not be ready to tank like she's been filth farming the English countryside ("Ooh, Dennis, there's some lovely filth over here!"). Yes, it's been 24 hours since she took her bath. Certainly another one wouldn't be a bad idea. But a calm, easy, sedentary day should not lead to "ZOMG, I need a bath NAO!"
Can you explain what "filth farming the English countryside " means? Do you mean manure? There's no such thing as "filth farming" in England, but we do fertilise our crops.. Also, a day out in the country , in England, usually leaves you smelling of fresh air, not manure. I read also, with great interest, and much amusement, the long discussion on English grammar (re -Grammar police discussion). I am totally mystified by the 'cat of love'.
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