Post by timemachine on Aug 23, 2020 19:01:27 GMT -5
I have this idea for a mod, and I would be down to help writing the prompts and text and organizing it and stuff, that would fill in some of the gaps from Whims being so bad and gameplay being so predictable.
There are two versions of the mod in my head. Simple and complicated. I WANT the complicated one, as I feel it would address this better. Simple would, I think, be really easy to code.
Basically I want a mod where you can click on a sim and get an option on the wheel that says "See what they're thinking..."
And then when you click it a notification pops up saying things like
"[Sim] is thinking of having a baby"
"[Sim] is thinking of getting a new job"
"[Sim] is thinking of going to the bar and seeing if anyone catches their eye"
Granted, if these are all random, then this could get pretty useless pretty fast. In the COMPLEX version I would like, the mod would be able to see the sim's traits, career, family tree, relationships, and mood, and give a prompt accordingly.
So a married sim who isn't family oriented might get
"[Sim] is thinking of starting an affair with [Sim they know]" - with certain traits (non-committal, romantic, irresponsible) making this prompt more likely.
Or if the game can see they are going steady, they might get
"[Sim] is thinking of proposing to [significant other]"
You wouldn't HAVE to do these things just because you clicked and got the prompt. It would just be a fun way to play the game. But the idea is for it to have context, even a little, based on their traits and relationships.
Like if they have the Materialistic, Snob, or Art Lover trait or Mansion Baron aspiration, maybe they get
"[Sim] is thinking about blowing their family's savings on fine art"
And maybe if they have the Irresponsible trait from Parenthood that makes it more likely this prompt can happen, and having the Responsible trait makes it less likely.
Or maybe the mod can check to see who is missing from the relationship panel or family tree. If the sim doesn't have a father in the family tree, maybe there's a chance it would prompt
"[Sim] is thinking about what they'd say to their father if they saw him again"
(which could then prompt the player to maybe make their father and play out a story there - or to just imagine the backstory of what happened to their father)
Balancing and weighing this mod would be a lot, I admit. I'm happy to help come up with prompts and brainstorm about how they interact with traits.
But the actual coding is beyond me, and I know because we'd be asking it to check a lot of factors (traits, relationships, family tree, aspiration, maybe mood), that it might be really complicated. Does this seem possible? Would anyone be interested in it?