New AwesomeMod Request Thread
J. M. Pescado:
Quote from: Gastfyr on 2009 October 18, 05:03:25
I hope not. Miscarriage was so innacurately represented in TS2 mods (dancing caused miscarrages, I mean WTF?), I shudder to think someone would make an equivalet mod for TS3. In reality more than 80% of miscarriages aren't caused by anothing other than random chance.
Most of the time, miscarriages are caused simply because the resulting fetus is so badly malformed that it fails to survive. External circumstances don't typically CAUSE them, nor does merely being comfortable. You pretty much have to be Falcon Punched for a miscarriage which wouldn't otherwise have happened anyway to happen.
iii:
Quote from: J. M. Pescado on 2009 October 18, 07:35:57
I believe that the inability to learn Athletic skill is set in the XML, and then in the interactions that enable it, which are age-locked. They are not hardcoded functionalities, merely functionalities that have to be unlocked in multiple places, all XML.
But if the inability for child to learn the athletic skill was set in XML, then why NO "children can learn athletic skill" mod can be found in the Internet? I think you have the expertise to unlock the restriction, so I post that request. Of course, you have the freedom to or not to complete my request...
Absimiliard:
I've made a request along this line before and I've seen many others. I'm going to try and flesh out my case for better pregnancy/population options.
I very much like the core foundation that awesomemod does not allow magic happenings. I have actually seen solutions to some of my concerns in other story mode mods, but I refuse to allow spontaneous happenings. Awesomemod does not really allow for a realistic or sensible approach to reproduction. In my mind the NPC sim population should be normal, that is they should have realistic and familiar patterns with their choices. Awesomemod made them for work (boss caps, no free skills, advancement based on merit) why not for procreation. The problems with population control as I see them are as follows:
Problem 1: Sims will not/cannot become impregnated by accident or without particular furniture.
I like the idea of shotgun weddings or of a young couple getting pregnant when it was not intended. This happens in the real world (more than half of my friends have a sibling who wasn't planned). I appreciate that safe sex can be pretty much a guarantee, but sometimes people think they can (and often do) get away with the rhythm method or some such.
The crib requirement to actually have children requires a lot of set up, and even if you don't want every couple to have the option to procreate story mode boots people out of their houses to allow someone who randomly decided they did want to breed and now they need your house. The musical houses that occurs in a normal half cribbed town is strange to say the least.
I also like the idea of dead-beat dads after one of those Rabbit-Hole romances.
Problem 2: The fact that sims will try to breed at random occurrences regardless of current family size/age.
This is the one that really kills me. Ancient sims with children out the wazoo deciding to go for another child. Watching sims in their sim 50s get pregnant with her 12th child after her eldest already have teenagers of their own is unsettling (not impossible, but should this be the norm?). The only current solution I can think of is making all old Sims sacred, because removing their cribs just has them relocate some young couple when they decide it's time to get busy.
Problem 3: May/December Romances
They happen often enough IRL. But the constant pairing of YAs to elders (or even Adults) when their are sims available in their age group is also disquieting. It is almost the norm for a sim to graduate high school and end up with some ancient sim and starts making babies, (or supplanting some sim who has cribs and then making babies). Again this is possible, but not normal.
Proposed Solutions:
1) Introduce an average family size limit. This would be the default that most sims would aspire for, say around 1.5 for North America. This could be modified by traits (more for Family Oriented, less for Dislikes children). If you want to get clever, maybe use a calculation based on probabilities so that it is still possible that a couple would try out side of the average. Of course there are families that have many offspring IRL, but they are not the norm (ie not NPCs) If you want 25 kids into your 50s, play the family manually.
2) reduce the fertility for Adult sims, even if a 40+ person wants a baby the chances should be reduced. This is biology.
3) Introduce an integer value in the config for unplanned pregnancies (default 0%) - (more valid than a NPCWorkUniformRemovalChance value in my mind)
4) Introduce some form of age affinity. Either a configurable value for "Sims won't date X years away from their own age" or some method that would make the romance interaction less potent (so there would be a preference for those more proximate in age).
With these items in place the oft maligned crib requirement could be removed via an option in the config as well.
I can't imagine how frustrating it is to work as hard as you do only to get these kinds of posts. But these items do seem to come up. I am in perfect agreement with your desire to have actions and consequences without magic relationship advancements. But the current system does not seem real (even for a silly game with computer dolls) or very flexible.
I think these changes (or anything along these lines) are in the spirit of awesomemod as they aren't strange (male pregnancy), or frivolous (random outfits). Awesomemod made the game playable but every town I have ends up goofy with aunts and uncles 10+ years older than their nieces/nephews. Parents of now married chosen sims moving out only to start up a new family (or optionally sitting on their duff chosen but neglected).
I don't want to start using other story modes that magically announce repercussions from imaginary events.
Semper Fidelis Tyrannosaurus
Buckets:
My request is to add death notifications to the InformOnStoryAction debug feature. I love all the current notifications, especially romances and moving. And now I have birth notifications from Buzzler's Birth Control Mirror. I'm just missing being able to know about and click to watch neighbourhood deaths.
J. M. Pescado:
Quote from: Absimiliard on 2009 October 18, 23:24:29
Problem 1: Sims will not/cannot become impregnated by accident or without particular furniture.
That is just how it is in the game. The system is designed to follow the rules of the game as we know them.
Quote from: Absimiliard on 2009 October 18, 23:24:29
I like the idea of shotgun weddings or of a young couple getting pregnant when it was not intended. This happens in the real world (more than half of my friends have a sibling who wasn't planned). I appreciate that safe sex can be pretty much a guarantee, but sometimes people think they can (and often do) get away with the rhythm method or some such.
There isn't any such event in the game. When people make shotguns, we will talk.
Quote from: Absimiliard on 2009 October 18, 23:24:29
The crib requirement to actually have children requires a lot of set up, and even if you don't want every couple to have the option to procreate story mode boots people out of their houses to allow someone who randomly decided they did want to breed and now they need your house. The musical houses that occurs in a normal half cribbed town is strange to say the least.
Yeah, we'll look into the musical housing thing, perhaps attaching a drain to it so that it is less likely to occur back and forth.
Quote from: Absimiliard on 2009 October 18, 23:24:29
I also like the idea of dead-beat dads after one of those Rabbit-Hole romances.
I haven't worked out new death types yet. When that happens, we can have more killing and eating.
Quote from: Absimiliard on 2009 October 18, 23:24:29
Problem 2: The fact that sims will try to breed at random occurrences regardless of current family size/age.
Well, it's not quite random. It depends on funding and capacity. There is actually a rule which prevents this: The first two (replacement) kids have no fund requirement, each additional one requires that the fambly have sufficient fambly funds to kick them out into another house later.
Quote from: Absimiliard on 2009 October 18, 23:24:29
This is the one that really kills me. Ancient sims with children out the wazoo deciding to go for another child. Watching sims in their sim 50s get pregnant with her 12th child after her eldest already have teenagers of their own is unsettling (not impossible, but should this be the norm?). The only current solution I can think of is making all old Sims sacred, because removing their cribs just has them relocate some young couple when they decide it's time to get busy.
I haven't actually seen this particular case, although I will consider adding some more clamps. At this point, though, the list of clamp conditions is becoming rather bloated.
Quote from: Absimiliard on 2009 October 18, 23:24:29
Problem 3: May/December Romances
This isn't a PROBLEM. Throughout much of history, this was considered the NORM. Furthermore, based on the vast age ranges in the game and the fact that we're dealing with a very small population, it is also the most statistically probable outcome after all the purposeless outcomes are excluded.
Quote from: Absimiliard on 2009 October 18, 23:24:29
They happen often enough IRL. But the constant pairing of YAs to elders (or even Adults) when their are sims available in their age group is also disquieting. It is almost the norm for a sim to graduate high school and end up with some ancient sim and starts making babies, (or supplanting some sim who has cribs and then making babies). Again this is possible, but not normal.
Actually, it *IS* normal.
Quote from: Absimiliard on 2009 October 18, 23:24:29
Proposed Solutions:
1) Introduce an average family size limit. This would be the default that most sims would aspire for, say around 1.5 for North America. This could be modified by traits (more for Family Oriented, less for Dislikes children). If you want to get clever, maybe use a calculation based on probabilities so that it is still possible that a couple would try out side of the average. Of course there are families that have many offspring IRL, but they are not the norm (ie not NPCs) If you want 25 kids into your 50s, play the family manually.
I have considered hardcoding it, but this would result in some peculiar, stiff, inorganic behavior.
Quote from: Absimiliard on 2009 October 18, 23:24:29
2) reduce the fertility for Adult sims, even if a 40+ person wants a baby the chances should be reduced. This is biology.
This is already in the game. But apparently, the game doesn't do so very MUCH.
Quote from: Absimiliard on 2009 October 18, 23:24:29
3) Introduce an integer value in the config for unplanned pregnancies (default 0%) - (more valid than a NPCWorkUniformRemovalChance value in my mind)
This is sort of already abstracted into the background. Digging more into the issue involves more work than payoff.
Quote from: Absimiliard on 2009 October 18, 23:24:29
4) Introduce some form of age affinity. Either a configurable value for "Sims won't date X years away from their own age" or some method that would make the romance interaction less potent (so there would be a preference for those more proximate in age).
This is noted, but made more complicated by the fact that people ALSO have introduced custom aging rules. I actually already have implemented natural selective preferences.
Quote from: Absimiliard on 2009 October 18, 23:24:29
With these items in place the oft maligned crib requirement could be removed via an option in the config as well.
The crib issue is under review.
Quote from: Absimiliard on 2009 October 18, 23:24:29
I can't imagine how frustrating it is to work as hard as you do only to get these kinds of posts. But these items do seem to come up. I am in perfect agreement with your desire to have actions and consequences without magic relationship advancements. But the current system does not seem real (even for a silly game with computer dolls) or very flexible.
The key here is trying to balance a functional system that OPERATES with a system that consumes too much CPU performing sanity checking. The EA system is presently on the side of "Not Enough" (read: None At All), while people have complained the present system features too much, and it is thus chewing up too much CPU. We are looking into how to reduce this problem.
Quote from: Absimiliard on 2009 October 18, 23:24:29
I think these changes (or anything along these lines) are in the spirit of awesomemod as they aren't strange (male pregnancy), or frivolous (random outfits). Awesomemod made the game playable but every town I have ends up goofy with aunts and uncles 10+ years older than their nieces/nephews. Parents of now married chosen sims moving out only to start up a new family (or optionally sitting on their duff chosen but neglected).
We'll look into it. At this point, though, I'm more concerned with trying to reduce CPU load than adding more rules.
Quote from: Buckets on 2009 October 19, 00:02:55
My request is to add death notifications to the InformOnStoryAction debug feature. I love all the current notifications, especially romances and moving. And now I have birth notifications from Buzzler's Birth Control Mirror. I'm just missing being able to know about and click to watch neighbourhood deaths.
Deaths are't really a part of Story Mode at all, except for the Kill Sim event. Since AwesomeStory rarely ever buskills a sim except when they have been total failures, there is simply nothing to notify you about.
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