Two mods: Quicker Conversion and Household Chance
J. M. Pescado:
Quote from: superstition on 2011 March 07, 00:41:23
Yes, I know what you mean about antagonism. Does your AwesomeMod affect any of the values adjusted by these tuning mods?
Nope. AwesomeMod does not touch any of these tuning vaues.
Quote from: superstition on 2011 March 07, 00:41:23
If so, I should make a note of it in the opening post. Do you know if the code is still current for one or both of these? I've been planning to reinstall the game and get it to the current version to see if the code is still around, but I wonder if there is a way the code may still be around but no longer used. It's straightforward to test the conversion mod, but the chance mods seem harder to pin down.
I don't really think the code in question does anything that is actually useful, really.
superstition:
Quote from: J. M. Pescado on 2011 March 07, 06:27:47
I don't really think the code in question does anything that is actually useful, really.
The chance code only, or the chance code and the conversion code? Is the chance code that Household Change affects no longer around in recent versions of the game, or is the code ignored?
When I tested the conversion mod with 1.4.6, it definitely worked. I consider shaving 5 artificial forced interactions off same-sex autonomy useful, and also bringing the chance of having same-sex households up from 1% seems very helpful for players who don't want to have to manually create gay couples all the time — but perhaps EA changed the way the game handles this. Do you have any information related to this part of the game?
superstition:
Quote from: ProfPlumbob on 2011 March 01, 07:37:12
Hmmm, I actually find the current state of homosexuals in the game pretty good. I get about 4-6 couples in the neighborhood.
The chance code (as of the old version of the game I developed these tuning mods from) for same-sex households was 1%, I recall. So, something has to explain why you are getting a higher percentage. With 1% odds, it seems statistically unlikely without other variables, like:
a) The code was deprecated or eliminated and replaced with something else.
b) The code works in conjunction with something like a "neighborhood conversion" factor. So, if a player "converts" characters or neighborhood with manual initiation of same-sex romance, then neighborhoods have a higher chance of having new same-sex couples.
Srikandi said on the Sims 3 site at one point that entire neighborhoods are optionally converted to having gay autonomy, via manual player-initiated action. So, it's possible that my mod would affect the neighborhood, not just the Sims involved directly.
I'm still in the process of getting other projects sorted out, but I'll install the game again soon -- to at least see if the conversion mod still works and if the code for the two mods is still around. It would be nice if someone with greater knowledge of the game's code could clarify some of this, though.
Quote from: ProfPlumbob on 2011 March 01, 07:37:12
I just want to know if there's a mod that allows them to adopt when not playing them. That would be super.
Wow, another surprising "oversight" by EA - that opposite-sex couples get children in the background but not same-sex couples. This is also odd, given this code, which indicates that same-sex couples should have children. The original EA chance must have been really low as it is with the same-sex couples chance. That could explain why you're not seeing your gay couples get kids:
My edited values are there, but look at the code descriptions. It suggests that the gay (at least at one point) did provide background kids to same-sex couples. I don't remember the value offhand, but I know it's rather low, although perhaps not as low as the 1% value for same-sex couples. I assume partner refers to same-sex couples here:
Quote from: code
<kPercentChanceOfSameSexHousehold value="19">
<!--Chance of same sex household, in percent-->
<kRelationshipDistributionWithKids value="65, 10, 25">
<!--Relationship distribution for couples with kids [spouse, fiancee, partner]-->
</kRelationshipDistributionWithKids>
<kRelationshipDistributionWithoutKids value="35, 25, 40">
<!--Relationship distribution for couples with no kids [spouse, fiancee, partner]-->
</kRelationshipDistributionWithoutKids>
Skadi:
Please stop double posting. You can reply to two people in the one post. Trust me when I say that you are not special enough nor are the posts interesting enough to warrant double posting.
Secondly, you are arguing about game behaviour based on an old version of the base game. Perhaps you should get around to patching before debating game mechanics.
Lastly, bleating misinformation about what AM does and then getting snippy when people point and laugh at you makes you a speshul snoeflake. We don't like speshul snoeflakes here. By all means, get offended and soup; I doubt many people are keen to play guinea pig with a mod not tested on any recently current patch.
If only you had made a intelligent discussion about your old mod, perhaps something good would have come of it.
cwurts:
Quote from: Skadi on 2011 March 14, 02:12:43
Please stop double posting. You can reply to two people in the one post. Trust me when I say that you are not special enough nor are the posts interesting enough to warrant double posting.
Secondly, you are arguing about game behaviour based on an old version of the base game. Perhaps you should get around to patching before debating game mechanics.
Lastly, bleating misinformation about what AM does and then getting snippy when people point and laugh at you makes you a speshul snoeflake. We don't like speshul snoeflakes here. By all means, get offended and soup; I doubt many people are keen to play guinea pig with a mod not tested on any recently current patch.
If only you had made a intelligent discussion about your old mod, perhaps something good would have come of it.
I would like to submit this to the grammar police for a scathing review.
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