New AwesomeMod Request Thread

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Anonym:
Some things I'd like to see:

1) Better school/work tone auto-choices:  It doesn't hurt a person's performance to try to make friends, so unless "Work On Late Homework" (already added) is needed, then for both work and school "Meet New Friends" till you've met them all and then "Socialize with Co-Workers" should be the defaults (maybe not for Loners).  Even then, "Hold Meetings" is sometimes the wisest choice in Business, and "Suck Up To Boss" can be the wisest choice when a career metric is the boss relationship.

2) Have Evil sims do evil things:  Let them, say, flirt to get someone interested in them, particularly an Over-Emotional or Neurotic sim, and then dump the victim...which should lead to a very bad moodlet for the victim and a very good one for the Evil sim.

There are other evil plots one could come up with, like gossiping about a sim to lower the victim's relationship with the recipient of the gossip.

3) Speaking of which, when there is the "Complain about Joe" interaction available, if the person who hears the complaint likes the complainer more than they like Joe, it should lower the LTR a bit with Joe and lower their STC with Joe even more.

4) On the other end, sims that are good/best friends or are relatives who get along well should stand up for each other more (I did see behavior like that once).

5) A "Shy" trait:  Loner doesn't cut it for shyness.  Those with the Shy trait would suffer normal Social motive loss-- they want to socialize-- but would be reluctant to do so, maybe less effective, and have their mood tank if rejected.  On the other hand, unlike Loners, they wouldn't get the "too many people" debuff.

6) I think I might be able to do this with XML modding actually, but Neurotic sims should gain stress much faster.  What I can't do with XML's is that Freak Out should help them but look bad to those who see it, thus lowering some LTR's a little.

7) I also like the "put groceries away" interaction and the Sarcastic and Philosophical traits.

8) (Actually the most important but probably the hardest):  Save game fixes so the game saves faster and with fewer errors.  I realize that save time could be cut in half if the game didn't compress all the files but that is in a part that Pescado can't fix, but for a while it was saving in one minute or less for me.  About a month ago it ballooned when I hadn't added any new mods.  Last night it was back up to 10 minutes.  Even if the compression didn't occur, that's still 5 minutes, which is way too long.  I also get visited by error codes on saving, which usually can be fixed by some voodoo like the old method of going to a community lot, adding a flower, and going back to edit town and saving.  Would be better if that wasn't needed, though.

I think the change was due to changes in AM because I didn't do anything else major during that period.

wizard_merlin:
Quote from: myskaal on 2009 October 02, 07:21:58

A newly transitioned YA came into his YA-hood with 67 days left rather than the full length of 84 (I think it's 84. It's 80something). It would make sense if this is what's happening to inactives. They're randomly being assigned an age several days further along in the lifestage and so then aging much faster.

 I *do* have Absimiliard's aging mod with Lion's tweaks in and I wonder if the others noticing the odd age transitioning have an aging mod in as well.



I wonder if the conflict is with changing the aging rates/brackets.  A YA with 67 days instead of 84?  Did you adjust the age in the options panel to extend it?  That time is way longer than the normal for a YA.

Also, the mods may be screwy when used with AM.

Quote from: Anonym on 2009 October 02, 21:18:36

Some things I'd like to see:

1) Better school/work tone auto-choices:  It doesn't hurt a person's performance to try to make friends, so unless "Work On Late Homework" (already added) is needed, then for both work and school "Meet New Friends" till you've met them all and then "Socialize with Co-Workers" should be the defaults (maybe not for Loners).  Even then, "Hold Meetings" is sometimes the wisest choice in Business, and "Suck Up To Boss" can be the wisest choice when a career metric is the boss relationship.

2) Have Evil sims do evil things:  Let them, say, flirt to get someone interested in them, particularly an Over-Emotional or Neurotic sim, and then dump the victim...which should lead to a very bad moodlet for the victim and a very good one for the Evil sim.


1) you can do that now.  Watever is in operation when my sim leaves school or work, is the default that appears next time they go to school/work.  Just change it through the drop down menu.  Not sure whatyour asking for, all of hose options already exist.

2)  You can already do that.  Omce the relationship builds up, under the mean option, select "Break-up" or whatever else is there.  Again, you can already do that, so what are you actually asking for?

hugejohnson:
Hey J. M. Pescado, is there any way you can have a option to disable carpool for active household when they reach max level in their career. 

Anonym:
Quote from: wizard_merlin on 2009 October 03, 02:23:24


Quote from: Anonym on 2009 October 02, 21:18:36

Some things I'd like to see:

1) Better school/work tone auto-choices:  It doesn't hurt a person's performance to try to make friends, so unless "Work On Late Homework" (already added) is needed, then for both work and school "Meet New Friends" till you've met them all and then "Socialize with Co-Workers" should be the defaults (maybe not for Loners).  Even then, "Hold Meetings" is sometimes the wisest choice in Business, and "Suck Up To Boss" can be the wisest choice when a career metric is the boss relationship.

2) Have Evil sims do evil things:  Let them, say, flirt to get someone interested in them, particularly an Over-Emotional or Neurotic sim, and then dump the victim...which should lead to a very bad moodlet for the victim and a very good one for the Evil sim.


1) you can do that now.  Watever is in operation when my sim leaves school or work, is the default that appears next time they go to school/work.  Just change it through the drop down menu.  Not sure whatyour asking for, all of hose options already exist.

2)  You can already do that.  Omce the relationship builds up, under the mean option, select "Break-up" or whatever else is there.  Again, you can already do that, so what are you actually asking for?


I think that perhaps where I'm not being clear is that I'm asking it to be done by characters controlled by the computer, in both cases, as opposed to active households.

I can do all this with active households (although in the case of setting a work tone, I know I sometimes forget as everyone leaves to go to work or school to set all the tones to what I want).  What I'm asking is not even necessarily to save me from my forgetfulness in those situations, but to set the tone to something other than "Business As Usual" for the households I'm not controlling.  As with exercise tones, there's always something better:  You can make friends, kiss the boss' behind, or skill with no penalty to work performance (in school, the only of those is make friends, but that's still not nothing).

I haven't seen it default to anything other than kissing the boss' behind for schmoozers, late homework (a fix by Pescado already in AM if homework is left undone), or business as usual.

I play a number of different households, but have a primary one that has a schmoozer in the Journalism career-- which doesn't even have "relationship with boss" as a criterion-- in it.  She already has a 100 relationship with her boss, but every time picks the boss one (I'm figuring that's EAxis' default for schmoozers).  Whenever I can I switch it to "Discuss News With Co-Workers," but if I'm playing a different house or I forget, she ends up trying to further improve her relationship with her boss that can't get any better.

With the Evil stuff, I don't play Evil sims, but put some around the neighborhood to spice things up.  I'd like them to work evil plots on their own and mentioned a couple of simple ones.  As it is now, yes I could do it, but could do the same nearly as well with a sim with the Good trait rather than Evil.  Let's have evil characters autonomously do evil stuff.

wizard_merlin:
Quote from: Anonym on 2009 October 03, 04:33:13


I think that perhaps where I'm not being clear is that I'm asking it to be done by characters controlled by the computer, in both cases, as opposed to active households.

With the Evil stuff, I don't play Evil sims, but put some around the neighborhood to spice things up.  I'd like them to work evil plots on their own and mentioned a couple of simple ones.  As it is now, yes I could do it, but could do the same nearly as well with a sim with the Good trait rather than Evil.  Let's have evil characters autonomously do evil stuff.


Ok, that sounds reasonable. 

I don't pay too much attention to my non-active households/famblies.  I have some I made sacred, which I only pop in every now and then to make a couple of adjustments to them, resetage, change outfits/hair styles, change careers, have babies, move the kids out, etc, otherwise just let them potter around the place doing whatever it is they don't do.

I have seen evil sims do a few things, but nothing over the top.  The main one has been to steal candy from a toddler, didn't know that action was there until I sam a non-active sim do that in the park.  I didn't have my own evil sims at that time.  Now every fambly has at least 1, even twins who I turn into Mean Spirited, Insane, Evil, Geniuses.  The 5th trait is either Athletic (seems to be needed to trigger the Master Thief LTW) or Neurotic (both of those traits allow the Emperor of Evil LTW).  Makes for some bizarre behaviour.

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