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Post by menaceman44 on Dec 15, 2017 10:12:47 GMT -5
Sorry if that title doesn't make too much sense. For a while I've had the "No Autonomous Rude/Flirty/Enchanting Introductions" mod by egureh in my game. They have stopped these interactions simply by setting the autonomy to false. I wondered if it could be affected by a Sims' mood instead so I looked at the tuning and it already appears to be set up for this sort of approach but the Content Score values are all set to 0. I did a quick bit of fiddling with the values and set it so that the Rude introduction was set to a value of 100 for Sims who are feeling Angry. I then got my Sim angry and took her to the park where there were Sims she didn't know and I just left her to her own devices until she decided to intriduce herself to someone. It took a very long time, but when she did she was rude. Just as I had wanted. So now, wanting to add in values and more finely tune the probability of these introductions being used, I wondered if anyone knew what scale the Content Scoring works on. Does it go from 0 to 100 as in a percentage chance? Or does it go from -100 to 100 with 0 being neutral?
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Post by Basemental on Dec 15, 2017 13:21:58 GMT -5
I think it goes even further. I am quite certain it goes to -155 which is often used to more or less blacklist a mood (it's obviously not the same as a blacklist, but setting it to extremely unlikely that this will happen when the Sim has this mood).
My bet is that it goes up to 155 as well.
A more surefire way to make the autonomy for a specific mood trigger every time, though, would be to use the False Advertisements tuning instead of Mood Preference.
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Post by anska on Dec 16, 2017 13:05:15 GMT -5
Hm, I am not sure but I would assume -100 to 100 as well as most things seem to use that scale. I had always assumed numbers over 100 were simply used to make sure something happened. For example normal portions of food give you +175 hunger to make sure the sim's bar is full even if they were near starvation before.
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Post by menaceman44 on Dec 16, 2017 17:08:17 GMT -5
I think it goes even further. I am quite certain it goes to -155 which is often used to more or less blacklist a mood (it's obviously not the same as a blacklist, but setting it to extremely unlikely that this will happen when the Sim has this mood). My bet is that it goes up to 155 as well. A more surefire way to make the autonomy for a specific mood trigger every time, though, would be to use the False Advertisements tuning instead of Mood Preference. I've never really looked into influencing interactions based on moods before and any mods I do make that involve tuning changes usually just involve tweaking what is already in the tuning to begin with. In this case the mood preference weighting is already a part of these introduction tunings but they either lack a value or are set to 0. I figured just altering the values would be the safest way to go. It would also mean that any future updates would be a lot more straight forward to perform.
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Post by Basemental on Dec 17, 2017 1:28:51 GMT -5
Either way, f you want to try using false advertisements to max out the autonomy based on a mood, try this;
<?xml version="1.0" encoding="utf-8"?> <I c="SuperInteraction" i="interaction" m="interactions.base.super_interaction" n="menaceman44:Example_FalseAdvertisements" s="17772369750786571606"> <L n="_false_advertisements"> <V t="statistic_set_max"> <U n="statistic_set_max"> <T n="stat">16455<!--commodity_Emotion_Autonomy_Angry--></T> </U> </V> </L> <L n="_constraints"> <U> <L n="constraints"> <U>...
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Post by Basemental on Dec 17, 2017 1:35:11 GMT -5
Hm, I am not sure but I would assume -100 to 100 as well as most things seem to use that scale. I had always assumed numbers over 100 were simply used to make sure something happened. For example normal portions of food give you +175 hunger to make sure the sim's bar is full even if they were near starvation before. Shouldn't 100 be enough then, even though they are near starvation? Or do you think it is supposed to take into account that the Sim might already have an externally high hunger decay rate? Hope this didn't come across as arguing for the sake of arguing, I am just curious as to why they aren't just using -100/+100 values.
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Post by menaceman44 on Dec 17, 2017 13:13:46 GMT -5
I think I'll just see how I get on using the existing tuning. I appreciate the help but that coding example has actually confused me more than anything.
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Post by Basemental on Dec 18, 2017 6:11:03 GMT -5
I think I'll just see how I get on using the existing tuning. I appreciate the help but that coding example has actually confused me more than anything. Ah alright. It is quite simple really, the autonomy is set to max if the Sim has a moodlet wich is defined as angry. If you search for commodity_Emotion_Autonomy_ when extracting tuning you can find the ID's for the rest of the emotions as well.
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