More Awesome Than You!

TS2: Burnination => Peasantry => Topic started by: Avadon on 2007 April 12, 13:35:11



Title: Testers Wanted - Realistic Sickness
Post by: Avadon on 2007 April 12, 13:35:11
I've compared the BHAV from TS2 base and TS2 Seasons.  This mod should be compatible with all episodes. 
This is my first release..it's in testing..normal disclaimer as always; this may cause smoke to exit your computer, kill your Sims, nuke your neighborhoods, squish your cats, etc.
Please examine and provide feedback on my first attempt to contribute.
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This mod is an attempt to make sicknesses more realistic, after you have caught the sickness.
Your chances to catch a sickness is not changed.
I've done multiple tests to balance it logically and realistically as best as possible.
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+8 if the Sim is sleeping (skips other variables)
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+2 if the Sim is sitting
+2 if the Sim's energy is >= 50 (75%)
+1 if the Sim's comfort is >= 50 (75%)
=+5 Max improvement, while awake
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-6 if a sim is not sleeping or sitting
-4 if a sim's energy is < 0 (50%)
-2 if a sim's comfort is < 0 (50%)
=-12 Max deterioration, while awake
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Venusy MOD EDIT: Attaching file here, because I hate going through ad-infested download sites just to download a small file.
BastDawn Mod Edit: Apparently, this version (http://www.moreawesomethanyou.com/smf/index.php/topic,8062.msg234447.html#msg234447) works better.  Download the attachment here at your own risk.   :P


Title: Re: Testing - Realistic Sicknesses
Post by: floopyboo on 2007 April 12, 17:42:08
At this stage I can confirm that, left to their own devices, a sim is able to die from disease using this mod. My male adult sim passed on after two days of being pretty much left to his own devices. The pregnant adult female plant sim and the adult male vampire he lived with both got sick at the same time & are both still ill.

I am a bit concerned about what appears to be an orphaned pregnancy as a result of this though.  I will continue playing this household out until birth should happen, then if it proves to be an orphaned pregnancy, i shall test the same lot over from fresh.

Don't mind me, there's just something freaky going on with plantsim pregnancies in my game.


Title: Re: Testing - Realistic Sicknesses
Post by: syberspunk on 2007 April 12, 20:04:12
So... I'm confused.  Does this mean that sims, who are just standing around and inactive are more prone to getting sick... like randomly/spontaneously?  Or do they need to be exposed to some form of disease carrying vector?

Ste


Title: Re: Testing - Realistic Sicknesses
Post by: Avadon on 2007 April 12, 20:13:01
This doesn't affect how or if they get sick.
It makes it harder for them to get better.

If/when a Sim gets sick using this mod, you should put it to bed or keep it sitting as much as possible.
A sick Sim should not be running around, have it read books, play chess/piano, or eat.

Perhaps I should add in temperature checks. -4 for too cold, -2 for too hot, +2 for in between.


Title: Re: Testing - Realistic Sicknesses
Post by: syberspunk on 2007 April 12, 22:59:04
Ahh. Ok, the description is somewhat confusing and vague.  So, this is assuming your sim is already sick, then your "new" checks apply.  Ok, I'll bite.

I would also suggest maybe adding aspiration checks.  If a sim is gold/plat, then maybe they have a better/easier chance of getting healthy again.

Maybe also add checks for skills.  If a sim tends to be cleaner (cleaning, duh), smarter (logic), and healthier/stronger (body) i.e. the more points they have in those skills, the better chance they have at getting healthy again. :)

Ste


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Lana B on 2007 April 13, 00:14:00
Maybe not so much skill points as personality. Neat, active, fit sims are more likely to recover quickly but I agree with the aspiration part. Depression makes illnesses linger, a positive outlook can do wonders.
I like the idea of this as I currently do nothing to avoid illness in my game. The only one that kills is pregnancy and that's really just starving because they're too stupid to eat when hungry. This should make the trash can more interesting. I like unplanned deaths as my sims have too many children.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: jrd on 2007 April 13, 00:21:37
Oh wonderful. I have been planning to do a nmod like this for a while now (sickness /should/ be serious), but as I am lazy I never got around to it.

If you plan to introduce some checks like syberspunk suggests, I do not think you should check for skills. Do a check for aspiration though (the lower the aspiration the greater the chance of bad effects happening) :)


Title: Re: Testing - Realistic Sicknesses
Post by: J. M. Pescado on 2007 April 13, 00:47:47
Maybe also add checks for skills.  If a sim tends to be cleaner (cleaning, duh), smarter (logic), and healthier/stronger (body) i.e. the more points they have in those skills, the better chance they have at getting healthy again. :)
I tihnk it should be opposite, that the lesser the neatness score of the sim, the more resistant he is to diseases. If you're filthy and rarely bathe, like me, your immune system is toughened by all those years of constant fighting, whereas the immune systems of neat freaks are like soft, cushy, rear-guard militia troops and fold at the slightest sign of resistance.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: syberspunk on 2007 April 13, 00:55:43
The thing I like about skills tho... is that the chance of getting sick would, in a sense be mutable.  I think it sort of makes sense that... if your sim gets smarter, learns how to be cleaner, and develops their body and fitness, it stands to reason that the sim should be much more resistant to getting sick.  Not that they would be completely immune, but I think it should still have some kind of influence.


Another thing that might be interesting is... if there are actually different types of illness, perhaps a sim will be less prone to getting sick again from the same disease.  In this way, it sort of models the immune system in a somewhat more realistic way.  I mean, if you manage to survive the plague... then you should be less likely to suffer from the plague again, at least.


I tihnk it should be opposite, that the lesser the neatness score of the sim, the more resistant he is to diseases. If you're filthy and rarely bathe, like me, your immune system is toughened by all those years of constant fighting, whereas the immune systems of neat freaks are like soft, cushy, rear-guard militia troops and fold at the slightest sign of resistance.

Ok, I can buy that... but I think that would be more of a personality thing rather than a skills thing.  If a sim is sloppy, then sure you can say they are filthy.  But gaining skills in cleanliness, shouldn't that make you next to godliness or something i.e. less likely to get sick. :D



Ste



Title: Re: Testers Wanted - Realistic Sickness'
Post by: J. M. Pescado on 2007 April 13, 01:43:01
Ok, I can buy that... but I think that would be more of a personality thing rather than a skills thing.  If a sim is sloppy, then sure you can say they are filthy.  But gaining skills in cleanliness, shouldn't that make you next to godliness or something i.e. less likely to get sick. :D
I said that, yes. I mean, I'm not really very neat, or maybe I'm very deliberately and methodically not neat, but I definitely know how to clean things. There's nothing like the cleansing power of a 1500K plasma blast.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Avadon on 2007 April 13, 01:56:03
The thing I like about skills tho... is that the chance of getting sick would, in a sense be mutable.  I think it sort of makes sense that... if your sim gets smarter, learns how to be cleaner, and develops their body and fitness, it stands to reason that the sim should be much more resistant to getting sick.  Not that they would be completely immune, but I think it should still have some kind of influence.


Another thing that might be interesting is... if there are actually different types of illness, perhaps a sim will be less prone to getting sick again from the same disease.  In this way, it sort of models the immune system in a somewhat more realistic way.  I mean, if you manage to survive the plague... then you should be less likely to suffer from the plague again, at least.
I think doing something like this would require tokens or something.  I currently don't know enough Sims coding to attempt this.  Perhaps as time passes I'll learn more, or if someone would like to assist me; that'd be fine too.

I tihnk it should be opposite, that the lesser the neatness score of the sim, the more resistant he is to diseases. If you're filthy and rarely bathe, like me, your immune system is toughened by all those years of constant fighting, whereas the immune systems of neat freaks are like soft, cushy, rear-guard militia troops and fold at the slightest sign of resistance.
Sounds good. (writes on todo list)
Kids these days seem to get sick a lot more often.. imo, parents are sanitizing too much.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Li'l Brudder on 2007 April 13, 02:10:38
Ste, I think that sickness is already freakishly hard to get.

Only if I leave garbage out will anyone get the flu.  No one gets a cold, and as such it never advances to pneumonia, and nobody ever manages to catch the deadly virus.

I would love to see a "Catch Diseases Easier" mod.  I would probably be the only one downloading it, but hey...


Title: Re: Testers Wanted - Realistic Sickness'
Post by: witch on 2007 April 13, 03:13:59
Maybe make the chances of catching a bug higher in winter on community lots for example.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: SaraMK on 2007 April 13, 03:24:36
I would love to see a "Catch Diseases Easier" mod.  I would probably be the only one downloading it, but hey...

My country neighborhood needs more sickness. The sims are supposed to die in 50% of the cases if they catch any kind of "coughing" sickness, but so far no one has caught so much as a teeny cold. So much for the deadly and highly contagious consumption I was planning to have ravage the neighborhood....


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Li'l Brudder on 2007 April 13, 03:28:20
lol

You could always use the "Decimate Neighborhood" option on the Lot Debugger.

I do not condone the use of such techniques ever.  If you are dumb enough to listen to me, you deserved it.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: syberspunk on 2007 April 13, 06:08:28
I think doing something like this would require tokens or something.  I currently don't know enough Sims coding to attempt this.  Perhaps as time passes I'll learn more, or if someone would like to assist me; that'd be fine too.

I don't think you'd need tokens at all.  Skills (well basic skills at least) and personality traits are all just regular ol' Sim persondata.  All you would have to do is use locals to represent some % chance of getting better (or... if you are so inclined, % chance of getting sick to begin with), and modify that % chance based on:

Aspiration level, personality, and skills.  All of which you can easily check by comparing persondata to literals.  It is pretty similar to comparing a sim's motives, which you are already doing in your hack.


Ste, I think that sickness is already freakishly hard to get.

Only if I leave garbage out will anyone get the flu.  No one gets a cold, and as such it never advances to pneumonia, and nobody ever manages to catch the deadly virus.

I would love to see a "Catch Diseases Easier" mod.  I would probably be the only one downloading it, but hey...

I would like a higher chance of catching diseases as well, but only if it makes sense.  Such as actually being exposed to potential disease carrying vectors - garbage, strays, children, other sick people, strangers, in particular filthy, stinky strangers who obviously don't bathe - they might not be sick themselves, but they could very well be carrying some disease they happen to be immune to, having become accustomed to it, but they should still be able to infect others... also zombies could carry disease, extreme weather should also increase the chance of getting sick.

Anyhew, as I understand it, thus far, this hack only decreases the chance of getting better once a sim is already sick.


Maybe make the chances of catching a bug higher in winter on community lots for example.

I agree... I would also like to see like sorta "hay fever" or I guess "colds" from being out in the woods during Spring.


I actually had a couple of sims get sick the other day from the garbage being out and cockroaches.  Cockroaches should also carry and spread disease.  My sims got well fairly quickly tho, on their own... so perhaps I will give this mod a try sometime... it is just too easy for sims to get better.  But I would still think there should be some sort of randomness involved as well, which is why I think the % chance of getting better... or contracting a disease in the first place, should be based on certain variables.

Ste



Title: Re: Testers Wanted - Realistic Sickness'
Post by: Avadon on 2007 April 13, 09:38:42
(Re: Tokens)  I was referring to immunity from diseases a sim already had.  I'm assuming a token is like a stamp stating something happened and can be checked to satisfy if statements.  Can a sim be checked to see if it has had a memory, that would probably be an easier way to do immunities.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Sandilou on 2007 April 13, 13:34:51
Food poisoning works well. 

When I had only TS2, Mercutio in Veronaville ate bad food and seemed to walk by every house I loaded.  Invited in, he would constantly run to the toilet and vomit.   When I finally played his home, I sent him to bed. He climbed out a few seconds later, curled up and died. 

Find out what's in the code for food poisoning and unleash it :-)


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Lythdan on 2007 April 13, 14:03:34
In the base sims 2 game, sims could recover on other lots, iirc. This caused a bug which made sims die when their lot was loaded.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Inge on 2007 April 13, 14:07:37
I am quite happy for my sims to get sick and even to die.  What pees me off the most is that the *same* illness goes round and round and round the same family with no sign of any immunity developing.  IN the end it just gets boring as they do nothing but cough.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: J. M. Pescado on 2007 April 13, 14:17:10
My country neighborhood needs more sickness. The sims are supposed to die in 50% of the cases if they catch any kind of "coughing" sickness, but so far no one has caught so much as a teeny cold. So much for the deadly and highly contagious consumption I was planning to have ravage the neighborhood....
Eh, the game doesn't have tuberculosis. It does have vampires, though. Did you know that reports of vampire attacks typically go up in association with tuberculosis epidemics?


Title: Re: Testers Wanted - Realistic Sickness'
Post by: syberspunk on 2007 April 13, 16:03:35
(Re: Tokens)  I was referring to immunity from diseases a sim already had.  I'm assuming a token is like a stamp stating something happened and can be checked to satisfy if statements.  Can a sim be checked to see if it has had a memory, that would probably be an easier way to do immunities.


Oh... duh me.  Yeah, that would most likely require tokens as you described.  I personally haven't worked with tokens much, but I think Inge, Crammy, and twojeffs might have some experience with that.

If there are memories of getting sick, that actually have a property specifying what type of illness it was, then yes, you should be able to check that way as well.  But I don't think there are memories for getting sick... are there?

I think there are a couple of "skills" that are token based, "hidden skills" like dancing and pool.  You could probably also look into how badges work.  I don't recall ever finding any documentation/tutorials on tokens.  It would be great if there was one, on how to create/customize tokens and how to use em.


Ste


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Inge on 2007 April 13, 16:28:13
From my investigations there is a token - just one - that says the sim has an illness going on.  I couldn't see anywhere a property was set upon that token to say what type of illness it is.   Though I would have expected to find one.  Nearly everything after that is done by the disease controller object.  I have never seen a "got ill" memory on a sim either.   I am not saying they don't get one, but disease control is something I have tried to do myself acouple of times and the best I could do was to suspend disease processing altogether by hacking the controller.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Sandilou on 2007 April 13, 16:39:44
In the base sims 2 game, sims could recover on other lots, iirc. This caused a bug which made sims die when their lot was loaded.

*nods head* People never had it so good - and to think they all complained about it!  Now here we are begging for its return.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: SaraMK on 2007 April 13, 17:11:42
My country neighborhood needs more sickness. The sims are supposed to die in 50% of the cases if they catch any kind of "coughing" sickness, but so far no one has caught so much as a teeny cold. So much for the deadly and highly contagious consumption I was planning to have ravage the neighborhood....
Eh, the game doesn't have tuberculosis. It does have vampires, though. Did you know that reports of vampire attacks typically go up in association with tuberculosis epidemics?
I know. One has to roll dice for anything really good to happen in the game.

Vampires don't really fit into my "country" theme, but I think I might make some vampire zombies that carry the plague... if I can figure out a good way to actually infect sims with a virus after contact.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: AnnaM on 2007 April 13, 17:56:34
Food poisoning works well. 

So, it sounds like if we want to kill our Sims we just have to take out noeatcrap...


Title: Re: Testers Wanted - Realistic Sickness'
Post by: RainbowTigress on 2007 April 13, 19:35:20
I'm just wondering why the correct spelling of "Sicknesses" was changed to the singular with an apostrophe at the end instead?  This would imply the possessive of a sickness.  This is one of my pet peeves.  Argh!


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Avadon on 2007 April 14, 02:41:27
Food poisoning works well. 

So, it sounds like if we want to kill our Sims we just have to take out noeatcrap...

They all work well.  Flu, Cold, Pneumonia, Food Poisoning.  The others have not been tested by me, however they all use the exact same system, so they should kill your sims properly.
Please inform me if you try really hard to help your Sim get better and it still dies.

I'm just wondering why the correct spelling of "Sicknesses" was changed to the singular with an apostrophe at the end instead?  This would imply the possessive of a sickness.  This is one of my pet peeves.  Argh!

Engrish is the dumbest language.
Sickness' has been changed to Sickni. 
One way you can catch different Sickni, is to eat various fungi.


Title: Re: Testers Wanted - Realistic Sickness'
Post by: floopyboo on 2007 April 14, 08:12:39
I'm just wondering why the correct spelling of "Sicknesses" was changed to the singular with an apostrophe at the end instead?  This would imply the possessive of a sickness.  This is one of my pet peeves.  Argh!

When I went to school I was taught that the apostrophe after an s-ending word was an abbreviation to indicate a plural and more couth than writing "es" or,  *shudder*, "s". My aunt, the phonetician/linguistic specialist teacher actually drummed it into my head.

Now that you bring it up I think I understand where the "'s" as a pluralisation came from - stupid kids of my generation not bothering to learn their linguistics properly & then going on to teach their mistakes (or mistake's as they'd put it - idiots!) to the subsequent generations.

So yeah, I keep up with the Jones' but I don't keep up with the Joneses. And I never will.

*edited for typos of the stupid broken keyboard kind


Title: Re: Testers Wanted - Realistic Sickness'
Post by: RainbowTigress on 2007 April 14, 08:19:58
When I went to school I was taught that the apostrophe after an s-ending word was an abbreviation to indicate a plural and more couth than writing "es" or,  *shudder*, "s". My aunt, the phonetician/linguistic specialist teacher actually drummed it into my head.
Huh, I never heard that.  I've been reading "Eats, Shoots and Leaves."  Excellent book, not strictly a grammar book, but very entertaining.  She talks about her inner stickler and how abused the poor apostrophe has become in our culture.  She is British, but she talks about both British and American usage.  She was very much distressed when Warner Brothers came out with the movie "Two Weeks Notice" without the apostrophe! 


Title: Re: Testers Wanted - Realistic Sickni
Post by: floopyboo on 2007 April 14, 08:24:37
Sounds like a fun read. I'll have to track it down. The title alone is worthy of a look-see.


Title: Re: Testers Wanted - Realistic Sickni
Post by: RainbowTigress on 2007 April 14, 09:06:19
Yeah, Elfie told me about it.  I got mine on Amazon for $8 something.  It even came with a punctuation repair kit.  :D


Title: Re: Testers Wanted - Realistic Sickness
Post by: floopyboo on 2007 April 15, 11:03:44
I've not found this conflicting with anything, but it does increase the chance of dying from illness to possible, which is exactly what I wanted. I'll test it out with a more controlled environment later, though. For now I've been setting the sims up & watching them fall apart, and doing that they have a realistic need to take care of themselves with this hack in - to prevent possible death from illness.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Avadon on 2007 April 15, 21:16:49
I'm been thinking about increasing the speed to both heal from and be killed by disease.
I'd like to hear your opinions on whether you would want your sims to heal faster, if treated well, and/or killed faster, if not allowed or able to sleep. 
I've noticed at times they are sick and tend to stay sick, hindering their jobs and lives.

Also I'm attempt to figure out how to give the Sim a token when they get better.  It would then give them immunity for a number of days.  The token and their immunity would then be removed.  This would prevent your families from getting the same sickness from being passed back and forth forever.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Li'l Brudder on 2007 April 16, 03:17:53
More Chance for Death.  Less Chance for Heal.

I wanna see pink ghosts!  Wait...was it pink...or was it green?  Probably green.  It's dirtier.

See?  We need more sickly dead!


Title: Re: Testers Wanted - Realistic Sickness
Post by: Madame Mim on 2007 April 16, 23:34:38
I love the token idea. I don't get much sickness in my game but I definately like the idea of them actually needing care and attention or there might be consequences.

Not having had anyone get sick since I put in your mod, though, I can't comment on whether I want it to get harder or not - on principle I'd say 'yes' - in practice I just don't know.


Title: Re: Testers Wanted - Realistic Sickness
Post by: pioupiou on 2007 April 17, 10:00:00
I have one problem : my sick sim does not sim to recover properly when sleeping.
I use the lot debugger every hour to see the "plague info". Relaxing on the bed does improve properly the recovery points (RP) and the current severity (CS) lessen over time. Good. But when I put my sim to sleep, the RP goes negative, and then the CS goes up.... The confort is almost 100% and it shouldn't matter when my sim is sleeping if I read your info in the first post right.... (idem for energy, I put my sim in bed when the bar was around 75% (as soon as I have the sleep interaction on the bed for an active sim) but it shouldn't matter...)
When sleeping, the RP goes from 0 to -8, then -12....
I already had another sim died with this mod, although I was trying to get him better (lot of relaxing, sleeps a lot), and I really think there is a problem with the sleep recovery points count.
I can provide you more acurate numbers from the lot debugger if you need (and tell what the sim is doing at the same time).
By the way, the 2 sims were suffering from a fever they caught at work...

ETA : I took a look in the BHAV (I'm no modder, but I'm curious and I like to poke at things to see how they work...). It seems to me (but I could be mistaken...) that on line 7 it should be [prim 0x0002] Expression (Local 0x0000 += Const 0x1003:0x00 (Value: 0x0008)) but it is [prim 0x0002] Expression (Local 0x0000 -= Const 0x1003:0x00 (Value: 0x0008)). I made this change, and so far it seems to work well in my game, with my sim actually recovering while sleeping.
Do I understand right how this works ?


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Mirelly on 2007 April 17, 10:15:40
I'm just wondering why the correct spelling of "Sicknesses" was changed to the singular with an apostrophe at the end instead?  This would imply the possessive of a sickness.  This is one of my pet peeves.  Argh!

When I went to school I was taught that the apostrophe after an s-ending word was an abbreviation to indicate a plural and more couth than writing "es" or,  *shudder*, "s". My aunt, the phonetician/linguistic specialist teacher actually drummed it into my head.

Now that you bring it up I think I understand where the "'s" as a pluralisation came from - stupid kids of my generation not bothering to learn their linguistics properly & then going on to teach their mistakes (or mistake's as they'd put it - idiots!) to the subsequent generations.

So yeah, I keep up with the Jones' but I don't keep up with the Joneses. And I never will.

*edited for typos of the stupid broken keyboard kind

I never heard of this either. I think you are confusing the possessive apostophe use for words that appear to plurals. Jones for example. Jones' name seems to be a plural, but more than one of them would mean that you would have two Joneses. If both Joneses each had an iPod and they decided to sell them at one lot on ebay they might use the title: The Joneses' iPods.

Apostrophes are your best friend when you're all at sea with with Joneses' ipods in Jones' boat.

My own pet peeve is the deplorable trend, currently, to mis-pluralise compound nouns, such as mother in law; making it mother-in-laws, rather than mothers in law.  >:(


Title: Re: Testers Wanted - Realistic Sickness
Post by: angelyne on 2007 April 20, 03:34:52
I'm been thinking about increasing the speed to both heal from and be killed by disease.
I'd like to hear your opinions on whether you would want your sims to heal faster, if treated well, and/or killed faster, if not allowed or able to sleep. 
I've noticed at times they are sick and tend to stay sick, hindering their jobs and lives.

As always I strive for realism.  I'd rather have the length determined randomly and modified by how well you take care of the sim.  i.e.

lots of rest they get better, faster
little rest and the disease lingers on longer
no rest and they get worse (and not better)

maybe the longer they are sick the more chance they have to die?


Title: Re: Testers Wanted - Realistic Sickness
Post by: Scratch on 2007 April 26, 05:00:22
I finally had a death.. The simmmie got the flu and i looked after him.. he stayed home from school and i tried to keep him fed and rested but it wasn't enough and he died about 48 sim hours later...

It was cool...    ;D


Title: Re: Testers Wanted - Realistic Sickness'
Post by: Sivany on 2007 April 29, 11:11:39
My own pet peeve is the deplorable trend, currently, to mis-pluralise compound nouns, such as mother in law; making it mother-in-laws, rather than mothers in law.  >:(

Ugh I hate that too. I think it's being made worse by people shortening mother- and father-in-law to "We're going to see the in laws today." What? You mean you're going to hang out with a bunch of fashionable laws, because, you know, tax law is sooooo last year?

I've never heard of that apostrophe thing either, es as a plural ending is not interchangable with an apostrophe. In some people's book though Jones' is interchangable with Jones's. If you're trying to use Joneses instead you're just grammatically retarded, unless talking about more than one person called Jones. (I shouldn't be so nasty, I'm training to teach small children and will probably scare them all with my draconian stance on grammatical issues.)

This is way off topic so far, however I have downloaded the hack and will be trying it out because sims recover from sickness way to quickly in my game.


Title: Re: Testers Wanted - Realistic Sickness
Post by: floopyboo on 2007 April 29, 11:56:01
So far i am loving this hack. It has added the level of realism I was looking for - increased chance of death, but recoverable - and both can happen with a sim taking care of their own needs, insofar as my gameplay has shown.

I have yet to have anyone come home sick from work though. So far all my raving about this hack has been from the perspective of vermin-induced plague.


Title: Re: Testers Wanted - Realistic Sickness
Post by: jrd on 2007 April 29, 12:01:11
I have yet to have a Sim recover from food poisoning or the flu since installing this hack. I guess I really do need to pay attention to their needs now… hurray for Grimmy's love for guessing games and his phone line (it helps to put these kind of aspiration awards on an owned comm lot!).


Title: Re: Testers Wanted - Realistic Sickness
Post by: Flamingo on 2007 April 29, 22:34:16
I seem to have uncovered some kind of problem, or, at least, something that might need to be fixed. One of my Sims contracted a cold at work and came home to finish writing his novel. He was sitting in his chair for a good amount of time writing, all the while energy is well above 50% full and all other needs are maxed. I cancel out the novel writing action, and he proceeds to get up and start choking to death.

I'm not quite sure if it was because he was at work when he contracted it and was going to die when he got home or if it occured during him writing the novel, which would make little sense. Well, either way, I would prefer a less intense version of this hack.


Title: Re: Testers Wanted - Realistic Sickness
Post by: mildlydisguised on 2007 May 03, 03:47:31
I am finding it really difficult to keep my sims alive whilst battling the flu.  My experiment was and still is at the Pleasant household.  Angela contracted the flu first on Friday at 15.00, followed by Lilith a couple of hours later.  At this point I made sure that all cockroaches were exterminated from the lot.  I kept the twins away from their parents and made sure they alternated between sleeping, relaxing, playing SSFX and watching TV.  I kept checking the plague info on the lot debugger and I found that a number of relaxing and recuperating activities were showing RPs in the minus range even though both sims were in the green in all needs.  Angela died at 18.00 on Saturday and unfortunately she was unable to be saved from death.  A few hours later both parents caught the flu as Lilith was making some dinner.

It is now Sunday at 17.30.  Lilith is sleeping and the plague info is showing SH 4, LD 120, CS 88, CT 70, RP -16, RHC 3 and UNK 0.  Daniel is napping on the couch and is currently SH 4, LD 120, CS 32, CT 70, RP -9, RHC 1 and UNK 0.  Mary-Sue is sleeping and showing SH 4, LD 120, CS 31, CT 70, RP -8, RHC 1 and UNK 0.

I would really like it if sims were pretty much doomed if left to their own devices, ill for longer if made to rest only sometimes and pretty much guaranteed to survive if monitored correctly.  Love the idea of this, thanks for making it a reality  :)   


Title: Re: Testers Wanted - Realistic Sickness
Post by: Eleonora on 2007 May 07, 13:13:53
I've tried this mod, but I had to take it out after about 5 sim days.
My family of 6 all caught the flu of one another, and all keeled over in 48 hours, regardless of how much time they spent in bed/bath/relaxing. This mod is a bit too hardcore for my game.  :-[


Title: Re: Testers Wanted - Realistic Sickness
Post by: floopyboo on 2007 May 07, 14:26:56
I'm impressed! How did you manage that? The best I managed was one death, which wasn't the pregnant woman - in a house of three - and this was with them taking care of themselves & me just watch & laughing.


Title: Re: Testers Wanted - Realistic Sickness
Post by: jrd on 2007 May 07, 15:04:19
The only way I can keep sick Sims alive is power idle in a properly setup lot.

Far better than the useless disease we had :)

Simwardrobe has a kind of sprayer which can cure disease on a per-lot or per-sim basis, btw..


Title: Re: Testers Wanted - Realistic Sickness
Post by: Tyyppi on 2007 May 07, 16:16:39
This is one deadly hack. Every one of my sims who've gotten sick have died although their relatives/spouses have been able to save them from the Grim Reaper. Still I really like this hack because I actually have to take care of them when they're sick.


Title: Re: Testers Wanted - Realistic Sickness
Post by: floopyboo on 2007 May 07, 16:56:44
 I'm just checking the first post & it seems to be the same version I originally downloaded that is here now.

I must just have insanley resilient sims then. Come to think of it, I do tend to have them cowering in fear of the smite button, perhaps they've built up an immunity to anything potentially lethal?

It may just be my game, because it sure as hell wasn't the Eaxis lot design keeping two of the three sims alive.


Title: Re: Testers Wanted - Realistic Sickness
Post by: mildlydisguised on 2007 May 08, 22:32:30
Simwardrobe has a kind of sprayer which can cure disease on a per-lot or per-sim basis, btw..

Cool, I'll look out for that, thanks for mentioning it.

I don't want to take out this hack because I think diseases are much more interesting now :D  However I would like some of my sims to live.



Title: Re: Testers Wanted - Realistic Sickness
Post by: Magicmoon on 2007 May 19, 12:42:24
I have one problem : my sick sim does not sim to recover properly when sleeping.
I use the lot debugger every hour to see the "plague info". Relaxing on the bed does improve properly the recovery points (RP) and the current severity (CS) lessen over time. Good. But when I put my sim to sleep, the RP goes negative, and then the CS goes up.... The confort is almost 100% and it shouldn't matter when my sim is sleeping if I read your info in the first post right.... (idem for energy, I put my sim in bed when the bar was around 75% (as soon as I have the sleep interaction on the bed for an active sim) but it shouldn't matter...)
When sleeping, the RP goes from 0 to -8, then -12....
I already had another sim died with this mod, although I was trying to get him better (lot of relaxing, sleeps a lot), and I really think there is a problem with the sleep recovery points count.
I can provide you more acurate numbers from the lot debugger if you need (and tell what the sim is doing at the same time).
By the way, the 2 sims were suffering from a fever they caught at work...

ETA : I took a look in the BHAV (I'm no modder, but I'm curious and I like to poke at things to see how they work...). It seems to me (but I could be mistaken...) that on line 7 it should be [prim 0x0002] Expression (Local 0x0000 += Const 0x1003:0x00 (Value: 0x0008)) but it is [prim 0x0002] Expression (Local 0x0000 -= Const 0x1003:0x00 (Value: 0x0008)). I made this change, and so far it seems to work well in my game, with my sim actually recovering while sleeping.
Do I understand right how this works ?

Does anyone know if the sleeping problem was looked into and if it is correct?

I installed Seasons and this mod at the same time. As you know, installing an EP makes Sims reset. It was 8:30 pm when the lot loaded in.  All the Sims had their stats maxed except for bladder because of the reset. I lowered their energy bar just below half way so that they would be sleepy enough to go to bed at the correct time.

A little while later I got a notice that Dad was sick. I only saw the pop-up as it was disappearing from the screen, so I don't know what he caught. Currently there are no illnesses going around the neighborhood. He coughed once, talked to his kid for a few minutes, then went to sleep in the most expensive Maxis double bed. When he woke at 6am he got out of bed and keeled over dead.

Although a deadlier mod for sickness is exactly what I wanted, it doesn't seem right that a Sim whose needs are very high and who goes to bed a few minutes after catching something should die upon awakening.

So I ask, was the sleeping recovery problem looked into?

Pioupiou: Is the 'fix' you described still working correctly? If so, I'll just modify mine so that it matches what you have.


Title: Re: Testers Wanted - Realistic Sickness
Post by: pioupiou on 2007 May 19, 17:58:22
Pioupiou: Is the 'fix' you described still working correctly? If so, I'll just modify mine so that it matches what you have.
As far as I can tell (once again I'm not pretending to be a modder) it is. I had a few sims who came sick from work and they correctly recovered when they slept a lot, and it was still harder than it is with maxis original code.
I didn't have any other sim die from sickness, but I tend to micromange them a lot (and click a lot on info.../plague info on the lot debugger) so I don't expect them to die... But they could easily if you don't change their routine to account for the sickness.
I'll try to help you if you need, but I only change the one thing I mention in my post.
Pioupiou


Title: Re: Testers Wanted - Realistic Sickness
Post by: Magicmoon on 2007 May 20, 04:06:24
Quote
It seems to me (but I could be mistaken...) that on line 7 it should be [prim 0x0002] Expression (Local 0x0000 += Const 0x1003:0x00 (Value: 0x0008))

but it is [prim 0x0002] Expression (Local 0x0000 -= Const 0x1003:0x00 (Value: 0x0008)).

I made the change of '-=' to '+='.

But instead of 0x1003:0x00, I have 0x1003:0x01.
Instead of Value: 0x0008, I have Value: 0x0006.

I didn't make any changes to these two values, even though they didn't match what you said, because my original values were different from yours. I don't know what these mean, so is there something there that I should still change? Or am I hopelessly lost and confused?


Title: Re: Testers Wanted - Realistic Sickness
Post by: pioupiou on 2007 May 20, 07:32:47
Did you use the sort button before searching for line 7 ? I will take a look at the file in a minute (didn't look at it since I made the change, so I forgot the details). If you want I can upload my modified file her.
Pioupiou

ETA: I really think you're not editing the right line, try sorting them before, so we talk about the same line 7.
here's a screenshot
(http://i18.photobucket.com/albums/b138/pioupiou1717/realsikness.jpg)


Title: Re: Testers Wanted - Realistic Sickness
Post by: Magicmoon on 2007 May 20, 11:16:37
Did you use the sort button before searching for line 7 ?

No, I didn't. What exactly is being sorted anyway?

Well, once I used the sort button, my file looked like your screen. The screenshot was a huge help. Thanks. I hope this makes it work correctly. I've been wanting something like this for the longest time.


Title: Re: Testers Wanted - Realistic Sickness
Post by: jrd on 2007 May 20, 11:40:10
The sort makes it so that the flow is logical: the TRUE target of 1 is sorted to #2, #2's TRUE becomes #3, etc.. Otherwise it can jump back and forth.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Aggie on 2007 May 21, 20:19:23
Please forgive me if I'm asking something stupid, but I've got the file opened up like in pioupiou's screenshot, but I'm not quite sure how to change the '-=' to '+=' within it. A little help please?   :-[

ETA: Also, if you don't mind the question, pioupiou, the file I've got says 'true: 17' whereas yours says 'true: 8.' What is the difference?


Title: Re: Testers Wanted - Realistic Sickness
Post by: seelindarun on 2007 May 21, 20:40:43
If you want I can upload my modified file her.

I'd be most grateful if you would, for the sake of the SimPE-less.  :-* 


Title: Re: Testers Wanted - Realistic Sickness
Post by: Arina on 2007 May 21, 21:00:56
Denimjo, the boxes to the right with the numbers in? Tiny boxes, loads of them? You change the value of one of those, I think it was from 03 to 02. I have no idea either, it was just trial and error but that worked and the hack works.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Aggie on 2007 May 21, 21:34:43
Denimjo, the boxes to the right with the numbers in? Tiny boxes, loads of them? You change the value of one of those, I think it was from 03 to 02. I have no idea either, it was just trial and error but that worked and the hack works.

Ahh, thank you! It was actually changing the '04' value in the sixth box to '03,' but you really helped me to figure it out. Thanks. :D If anyone wants a copy of the modified file I've done (as helpfully pointed out by pioupiou and Aliana), here it is. Note: I've also changed the True Target value to 0x0008 instead of 17 so that it matches pioupiou's screenshot. If this was a mistake, please someone let me know immediately and I'll change it back and remove the file.


Title: Re: Testers Wanted - Realistic Sickness
Post by: pioupiou on 2007 May 22, 06:07:33
Please forgive me if I'm asking something stupid, but I've got the file opened up like in pioupiou's screenshot, but I'm not quite sure how to change the '-=' to '+=' within it. A little help please?   :-[

ETA: Also, if you don't mind the question, pioupiou, the file I've got says 'true: 17' whereas yours says 'true: 8.' What is the difference?

To change the-= to += you could also have used the wizard (the button that looks like a sort of hammer and sickle near the boxes with the numbers) it brings a more user-friendly window to make the change.
I have no idea why your true target is line 17, I don't remember changing anything other than the -=....
If I have time I'll take a look at your file compared to mine this evening (GMT+1).


Title: Re: Testers Wanted - Realistic Sickness
Post by: Aggie on 2007 May 22, 07:09:38
To change the-= to += you could also have used the wizard (the button that looks like a sort of hammer and sickle near the boxes with the numbers) it brings a more user-friendly window to make the change.

Oh. Well leave it to me to find the hardest way to do things.  :-[

Quote
I have no idea why your true target is line 17, I don't remember changing anything other than the -=....
If I have time I'll take a look at your file compared to mine this evening (GMT+1).

Whenever you get around to it. Thanks. If it'll help you, this is a cut/paste of the original file (uploaded in the original post):
(http://img.photobucket.com/albums/v387/denimjo/Sicknessbefore.jpg)

And here it is after I've edited it:
(http://img.photobucket.com/albums/v387/denimjo/Sicknessafter.jpg)


Title: Re: Testers Wanted - Realistic Sickness
Post by: pioupiou on 2007 May 22, 09:58:08
Denimjo : I'm currently at work so I can't look at my file, but did you sort the lines before searching for line 7 ? (see my previous posts talking to magicmoon)  I'm under the impression you are not editing the same line as me. Will try to take a look during lunch.

ETA : I just took a look at your file and it is what I thought : you did not edit the same line as me, I think because you did not use the sort function before editing.
From what I understand of the code, you changed the recovery rate used when the sims is sitting versus is standing.
To save you the trouble to go back and change again the code here's my file with the modification, currently in my game, and working as far as I can tell.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Aggie on 2007 May 22, 18:49:51
Thanks for that, pioupiou. I guess I just assumed there was only one line 7. Shows what I know, eh?  :-[


Title: Re: Testers Wanted - Realistic Sickness
Post by: Ancient Sim on 2007 June 12, 01:56:38
This sounds truly wonderful, just wish I'd found it sooner.  Got quite a bit of 'flu in my neighbourhood at the moment, so it should come in very handy.  Almost want to load-up my original Pleasantview now, when I last played it almost everyone had the dreaded lurgy.  Never had a sim die of it under the wedding arch before or since ... maybe it'll happen again now.  I never do a single thing to pamper my sims when they are ill, they even go to work as normal.  Not one of them has ever died apart from the bride.  I may give extra care to the children, but those stupid adults who prefer to have 3-bolt pillow fights instead of taking some rest can just keep right on doing it ... ooh, I can't wait to play again.  Pity it will have to be tomorrow because it's bedtime now.

As for who you keep up with, to me (as a Brit) it is definitely the Joneses.  Here is a link to an item about it, written by someone most British pedants will have heard of, namely W. Harrop Griffiths: http://bja.oxfordjournals.org/cgi/content/full/90/5/708.  I agree with him, Keeping up with the Jones' would imply keeping up with something belonging to the Joneses, but what?!  Joneses may look strange, but nevertheless it's the correct way to write it.  Also, bearing in mind that the name Jones is Welsh, I think we have to let W. Harrop Griffiths have the final say on this one, considering his nationality!

Still not convinced?  Think about a surname without an "s" on the end.  Would you say Keeping up with the Smith?  Or Keeping up with the Brown?  No.  Would you add an "s"?  Yes.  Would you also add an apostrophe?  No!  When the name ends in "s", you add the "e" mainly for aesthetic reasons, because "Keeping up with the Joness" just wouldn't look right.  Keeping up with the Jones's would actually look better, it just wouldn't make sense.  Most people wouldn't even consider adding an apostrophe if the name didn't end in "s".  They're all surnames, the presence of an "s" on the end doesn't stand those surnames apart or create a whole new grammatical rule.  Therein lies your answer!


Title: Re: Testers Wanted - Realistic Sickness
Post by: Inge on 2007 June 16, 08:39:28
Keeping up with the Joness

I shouldn't worry about it, Peter and I are not going anywhere!


Title: Re: Testers Wanted - Realistic Sickness
Post by: J. M. Pescado on 2007 June 16, 08:44:04
I would think not, given that you are too moundly and fat to actually move.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Nauthiz on 2007 June 17, 09:49:48
There's something wrong with this hack - my Sim have just died from cold, instead of developing pneumonia. I love that diseases are now far more challenging, but I don't want to get rid of my Sims so quickly!


Title: Re: Testers Wanted - Realistic Sickness
Post by: jrd on 2007 June 17, 10:59:40
Yup. So get the one by pioupiou a few posts up.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Nauthiz on 2007 June 17, 13:42:26
Okay, there's something wrong with my game, not the hack - I've just performed a few tests. I removed all my downloads save FFS Lot Debugger (I needed that for plague info) and made a new CAS Sim and a new lot to test. I've infected him with cold via MakeMeSick Tester. He also died when CS reached 40, no pneumonia.

I've never seen cold develop into pneumonia, because all my Sims were getting well quick, so maybe I've never spotted this problem before.


Title: Re: Testers Wanted - Realistic Sickness
Post by: jrd on 2007 June 17, 13:57:47
Without this hack I have /never/ had a sickness get worse let alone become fatal. I have made the modifications discussed, and sickness now seems to work as intended: Sims who rest get better, Sims that don't get any rest risk dying.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Insanity Prelude on 2007 June 18, 03:28:41
Trying out Pioupiou's version. I don't know much about hacking, so I don't quite know what the different lines do, but that one's not *as* crazy deadly right? 'Cause, yeah. XD I want the plague to actually be something they can die from without Sims dropping from colds.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Karen on 2007 June 24, 20:09:03
I've been playing with Pioupiou's version for a few day, and it seems to be working great.  Maybe too well :)  Playing a Uni dorm with 14 Sims (higher than usual for me) I had three of my playables drop dead from what I assume was complications of the flu.  I resurrected all three (because I didn't want any disease-related deaths at Uni until I'd had a chance to test this out in the regular hood.)  Two of the playables (twin brother and sister) graduated, but they are still spreading the flu.  On my first attempt (ignoring the symptoms and just playing as I always have), both of the new graduates died of the disease before the end of the first Sim day back home.  I quit without saving.  The second time around, I tried to make them rest more, napping and watching TV and so on.  Managed to make it to the end of the first day with both of them still alive, but it wasn't easy!  I think this hack is going to go a long way toward relieving the overpopulation problem in my hood :)

Karen


Title: Re: Testers Wanted - Realistic Sickness
Post by: Insanity Prelude on 2008 May 03, 04:22:23
Apologies for the necromancy, but hey, this one's worth bringing back up. It should still be safe to use with FT, right?


Title: Re: Testers Wanted - Realistic Sickness
Post by: floopyboo on 2008 May 03, 04:39:12
It appears to be functional, yes.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Blueblood on 2008 May 03, 05:22:03
Maybe there was some sort of conflict in my game or something but when I tried Pioupiou's version with FT, two Sims that came home from work sick died after maybe a Sim hour or two. I didn't even have a chance to try and help them recover. I took it out after that.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Aggie on 2008 May 04, 03:28:05
Were they sent to work sick? Perhaps the hours spent at work would count against them getting better.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Blueblood on 2008 May 05, 00:16:55
No, they both were fine before work. It was definitely an "I licked my coworker's coffee mug and came home with the flu" kind of thing. This happened in two separate households, by the way.

I didn't have an hack conflicts showing on the HCDU, so I'm not sure what happened there. The mod worked fine for me when I was running everything up to Seasons, but Free Time made it way too deadly.



Title: Re: Testers Wanted - Realistic Sickness
Post by: talysman on 2008 May 05, 00:39:19
Some things I've experienced with normal sickness, which might influence how this mod would work:

(1) I don't know if you can really catch the flu at work, but if you send sims to work and save the house, then play another house which has sickness in one form or another (sick sims, pile of trash) and the other sims visit, then when you go back to household 1, those sims will come home from work with the flu. Also, it seems that if sims are sick, you exit the houselhold, then return to it later, the game will re-notify you, which might look like they are coming down with the flu again, even though they are just still recovering.

In either case, the sims may actually be sick for longer than you are aware, which may explain the apparent "sudden" death.

(2) Side note: work time *does* count as recuperation time. I've had sims get better while at work, then catch sick again as they return home.

(3) As I recall, fatality from ordinary sickness works on the typical "three or more motives hit bottom" principle. If a sim goes to work with already low motives, gets sick while at work (either because it really is possible, or through method #1,) the illness will lower motives faster, which may combine with normal motive decay from work in a deadly fashion. This mod may magnify those effects.


Title: Re: Testers Wanted - Realistic Sickness
Post by: talysman on 2008 May 05, 00:55:10
Refreshed my memory by reading this (http://www.moreawesomethanyou.com/smf/index.php/topic,5200.0.html). I had forgotten that the science career occasionally infects sims with a mysterious illness when they come home from work, but I still don't know about ordinary flu.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Blueblood on 2008 May 05, 02:02:17
I always thought Sims could get at work because that's about the only time they ever get sick in my game. The flu pop-up always shows up right after they get home from work. I'll have Sims get a cold once in a while (not right after work like the flu thing but randomly while at home), but I think it only has happened to Sims I've made caffeinate for weeks rather than sleep. >_> Haven't had any roaches for a while. I seem to have a lot of can kickers in my 'hood so I make sure to watch the trashcans a lot or if I'm feeling lazy or no one will be home for a long while I'll use this hacked "Raid" can to stop the roaches from coming at all.

The saving and switching households scenario you mentioned wouldn't be it. I don't save while Sims are at work or doing much of anything except sleeping in case I'll end up patching or installing something that'll cause a reset.

I'm not sure how being at work affects recovery with this mod. They may get worse from being at work, which could possibly explain the sudden death, but that wouldn't really add up compared to my experience with the mod in the past. When I first tried the mod in my Seasons game, I had had four-member family that ended up with the flu from the boy coming home from with it from his teenage job. I decided to take care of him and his parents but I really didn't like his sister so, for the most part, I let her free-will it just to see if she'd make it. I still sent everyone to work and school and they were all sick for days, but the three I paid extra attention to recovered eventually. The sister ended up dying after about a Sim week but I recall her motives were pretty normal most of the time, besides bladder taking a hit once in a while due to the illness and maybe some things getting a little low because, well, Sims are dumb on their own. But there wasn't any dramatic bottoming out of a bunch of her motives when she died. I remember they were all sitting at the table eating breakfast normally when she suddenly died right after finishing her meal.

No one was playing with the biotech machine either, by the way. No one has wanted to be in the Science career for a while, now that I think about it. o.O


Title: Re: Testers Wanted - Realistic Sickness
Post by: seelindarun on 2008 May 05, 20:12:19
If you want to test this mod in FT, you really should use the FFS debugger to check the severity of the disease, and its progress whether you free-will your sims, send them to work, or whatever.  There's a thread in the War Room which describes what the acronyms mean.

In my Seasons game, I had a sim with the flu who died in just 2 days with this mod.  He didn't go to work, he just free-willed at home.  What happened in my game is a pretty big contrast to your family of 4, but when I checked his disease stats, they pretty much progressed as advertised.  When he happened to be sitting or napping, he got recovery points.  Doing anything else made the disease worsen.

Since you didn't check any disease stats on your sims who came from work sick since FT, it's not really possible to tell whether they happened to catch a really deadly disease from the start, or whether an average disease accelerated rapidly to do them in.  In my BV game, I've only had one flu, and one cold so far.  Both progressed pretty much the same way they always have.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Blueblood on 2008 May 12, 23:31:21
I'm not really going to worry about it. I'm not so much for using disease to kill off my Sims or really just kill them in general. When the sister died I ended up having her mom plead for her anyway even though I hated her. I am such a softy. xD

Do you have the original posted file or Pioupiou's? Seems like the original was way deadlier from the initial posts. Although sometimes I wonder if I've always had something that affected the way the mod works anyway which would explain our different experiences with the mod and my sudden FT deaths.

Yeah, I checked disease stats from time to time, but I never remembered what they meant, so I kinda shrugged it off. I meant to write out what everything meant but never got around to it. (My computer is incredibly under specifications so I can't play and look it up online at the same time either.) I don't really feel like trying again so I guess I'll never know what happened. xD


Title: Re: Testers Wanted - Realistic Sickness
Post by: firerayne on 2008 June 06, 23:51:51
My sims dont get ill at all what can I do to make them ill?


Title: Re: Testers Wanted - Realistic Sickness
Post by: Liz on 2008 June 07, 01:33:40
My sims don't get ill at all. What can I do to make them ill?
(gratis grammarwank by Liz)

If someone kicks over your sims' trashcan, leave it until it's green & funky and attracts/spawns roaches. You can then send your sim to Stomp the roaches. In my game this is a surefire illness cause. And while this is an untested theory I would assume that poor hygiene plus physical exertion, especially if combined with ill-dressed outdoor activities in winter, should help bring on a cold/flu. As stated previously, sims in the Science career track have a chance of coming home from work with an illness. And if you have the science career's medicine/virus machine, sims using it run the risk of borking the stew and getting sick. I assume this risk is greater, the fewer Logic points your sim possesses when they make their attempt.

(edited to clarify a teeny point)


Title: Re: Testers Wanted - Realistic Sickness
Post by: firerayne on 2008 June 07, 11:02:45
I don't know if its my game I tried it with no hacks no cheats nothing just the genuine stuff that had been patched, the temperatures never altared and they never got sick, will try your suggestion though, its ruining my fun having no weather options or sickness ???


Title: Re: Testers Wanted - Realistic Sickness
Post by: MasterDinadan on 2008 August 24, 20:26:25
This mod is killing off all of my sims...
It doesn't make any sense to me because I had a sick sim sleeping in bed (he should have been recovering regardless of any other conditions right?) only to get OUT of bed in order to fall over dead from his illness.
The fact that my sim was pregnant AND sick at the same time might have had something to do with it, but I was doing my hardest to get him to recover quickly.  Sleeping every chance I got, relaxing or lounging while awake.  I only got up when I absolutely had to eat or use the toilet.


Title: Re: Testers Wanted - Realistic Sickness
Post by: rufio on 2008 August 24, 20:32:21
If you read back through the thread, you'll see that there was a bug with the original hack where sims got worse when sleeping instead of better.  pioupiou posted a fixed version on page 3.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Sita on 2008 September 11, 16:29:55
Does this work with Apartments?


Title: Re: Testers Wanted - Realistic Sickness
Post by: jsalemi on 2008 September 11, 17:57:45
Does this work with Apartments?

Unknown -- I don't think anyone has run it through hackdiff to find out.  Baring a definitive statement one way or the other, it's better to be safe and not use it in AL.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Ethendrelle on 2008 September 14, 18:36:42
I scanned it yesterday, and hackdiff reported it as clean. But I haven't played any ill Sims since installing AL, so I can't confirm it's working correctly.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Sagana on 2008 September 22, 02:12:03
I'm using it with AL and it's working as advertised. Sims very occasionally get sick. If cared for, they get over it. If ignored, 3 or 4 days in, they die. Death does come "suddenly" with this mod, in that the needs don't bottom out so it's not like you know they're going now.

Chastity Gere came home from work with the flu. She up'd and down'd for about 4 days and, right in the middle of a date, keeled over. Her roomie was asleep, but managed to get up in time and tried to run down to save her, but she'd infected him as well and the requisite coughing and wheezing fit before he could do anything made him too slow. It was funny, her date said (more or less) "you're the worst date I've ever had, don't bother to call again."

Still trying to decide how this will affect her roomie. He's convinced she died of an STD and because she partied too much (which, in effect, she did), so he probably needs to reroll his aspiration (he ended up with a romance secondary) and move on to more stable-type things, and stop that dancin' stuff.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Iridium on 2008 September 22, 09:04:37

And while this is an untested theory I would assume that poor hygiene plus physical exertion, especially if combined with ill-dressed outdoor activities in winter, should help bring on a cold/flu.

(edited to clarify a teeny point)

That seems unlikely. I've sort of been testing your theory unwittingly. I'm playing the Apocalypse challenge, neighborhood still set to Winter-Winter-Winter-Winter because I haven't lifted Music yet. Thus, my sims get to sponge-bathe outside because I sadistically placed the outdoor sink (CC that looks like a bucket) on the balcony. Not-so-clean-to-start-with sims get stinky working out to the boombox, then go sponge off starkers in a raging snowstorm. And their thermometers do drop into the blue while they wash in that delightfully cold water.

Not a one has gotten sick. I'm still only in the second generation, so I will watch out for any evidence of sickness. I really think sims need to come in contact with a disease vector or ingest spoiled food in order to get sick.

I suppose the most acid test would be to let a sim get filthy, then have it go swimming outside in a snowstorm. I think I'll try that.  ;D

Edited to add:
Blargh. Stupid EAxis. A sim shouldn't be able to swim for two hours in a snowstorm and not get cold. I guess the pools are heated? Bah.

But the sim got cold in a hurry once I had him get out of the pool. It's late so I didn't wait to see if he would come down with a cold. More investigation is warranted after I get some sleep.


Title: Re: Testers Wanted - Realistic Sickness
Post by: seelindarun on 2008 September 22, 21:51:03
People More Awesome Than You have gone before, and proven your notions to be bankrupt.  Please go to the War Room, read, and be educated.  At MATY displays of ignorance and misinformation are frowned upon.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Gastfyr on 2008 September 23, 10:10:39
I just downloaded this.  It should really be great for my new medieval hood.  I totally agree that sickness is too rare and too easy to cure.  Also, death isn't even permanent if we don't want it to be, so it's all good.  I'll have to try it out and see how it works.


Title: Re: Testers Wanted - Realistic Sickness
Post by: Magicmoon on 2008 September 24, 19:24:02
The version in the first post will kill your sims. Be sure to get the one from here: http://www.moreawesomethanyou.com/smf/index.php/topic,8062.msg234447.html#msg234447

Can we get a moderator to either link the first post to post #63 which contains the corrected version of this mod or to put the correct file in the first post?


Title: Re: Testers Wanted - Realistic Sickness
Post by: Gastfyr on 2008 September 28, 02:27:36
Thanks.  I did get the updated/fixed one, because I'd read that far in the thread.   ;)