NPC Dual-Personality Syndrome

(1/1)

Ancient Sim:
I've noticed that most, if not all, NPC's have different personality profiles in-game to their genetic ones.  Often they're totally opposite.  What is the reason for this?  I can't think of any reason why they would be different, unless they revert to their genetic one if they become playable?  Even that makes little sense in the case of professors or maids, or whatever.  Why should they be 9 Outgoing in-game and 5 genetically, for instance?  Why not just make them 9 Outgoing in both?  I'm intrigued to know the reasoning behind this (although chances are there probably isn't any).

J. M. Pescado:
I've tried to decipher this, and have come to the conclusion that good children don't become NPCs, only those who come from traumatized households do.

gali:
I think, that by this arrangement, you can get the average personality traits for the kids, if you marry the NPC to an existing sim. 9+5 (genetic) = 14, then the baby will be 7 outgoing...:). This improves the kid's genetics...:).

Ancient Sim:
Quote from: J. M. Pescado on 2005 August 31, 05:20:06

I've tried to decipher this, and have come to the conclusion that good children don't become NPCs, only those who come from traumatized households do.

I will have to dwell on that for a while.  I suppose it could be another little Maxian 'joke'.  You marry your 1 in Neatness Lothario descendant to a 10 in Neatness maid in the hope of getting kids who will help you tidy-up their father/mother's mess, only to discover the maid's really only got 1 in Neat (Don Lothario's descendants get everywhere) and you end-up with a load of kids to clean-up after as well as your spouse ... that sort of thing.  Very funny, if so.  Hilarious, in fact.  NOT.

RainbowTigress:
Hey, JM, where have you been?  I haven't seen you around in a couple of days.  I know you couldn't have been sleeping.

Navigation

[0] Message Index