Sims fun meters/bars stay at halfway?
kamikazehigh:
So they can starve to death but have their fun be "meh." Why doesn't that surprise me?
I found in simpe that, instead of VariableDecayByMoodlet or FixedDecay, fun's motive decay is DecayToZero. I don't know if I'll be playing anymore until I fix this.
Thanks for the replies.
[EDIT]
Well that was easy to fix. Now I have mine where it continues to drop below halfway until -100.
I get the theory behind it, since now negative fun means "stress" and not "boredom", but it's just too different from sims1 and sims2 for me.
Thanks again.
jezzer:
Quote from: witch on 2013 January 05, 18:07:44
My sims' fun bars work the same way as any of their other bars, they can watch TV or play games or whatever until their bars are full, then the bars slowly decay until they do something fun again. Or the bars keep decaying if sims are doing something Not Fun.
Same here. There was a period where the Fun motive was borked by EA -- when Ambitions came out, I believe -- and it was almost impossible to get the Fun motive out of the yellow/red zone. There was a temporary fix mod for this until EA finally addressed it in a patch. Other than that period, "Fun" has always worked like any other motive: you fill it when it gets low, and it gradually decays on its own or more quickly decays when your Sim is doing something it doesn't enjoy.
kamikazehigh:
Quote from: jezzer on 2013 January 06, 14:03:58
Quote from: witch on 2013 January 05, 18:07:44
My sims' fun bars work the same way as any of their other bars, they can watch TV or play games or whatever until their bars are full, then the bars slowly decay until they do something fun again. Or the bars keep decaying if sims are doing something Not Fun.
Same here. There was a period where the Fun motive was borked by EA -- when Ambitions came out, I believe -- and it was almost impossible to get the Fun motive out of the yellow/red zone. There was a temporary fix mod for this until EA finally addressed it in a patch. Other than that period, "Fun" has always worked like any other motive: you fill it when it gets low, and it gradually decays on its own or more quickly decays when your Sim is doing something it doesn't enjoy.
What do you mean? If you trapped your sim in a dark room with no exit, your sim's fun would eventually fall past halfway? Cause mine would not. The motive was set to migrate up to half if it was below (+1 per hour), or migrate down to half if it was above (-7 per hour) until I changed the game files.
I didn't see the -7 or +1 in the motives.xml like you see 14.5 for bladder, but it was "DecayToZero" instead of "VariableDecayByMoodlet", so I fixed it and set the moodlet decays, so now if my sims are trapped with nothing to do their fun will eventually fall to -100 like any other motive.
Skadi:
That is because the fun motive works differently to other motives. When it falls below halfway you get debuff moodlets [stressed] and when you stop the action that was causing it to drop, the sim will become "unstressed" and it will return to the halfway mark.
The mopping example. You hate mopping, so you lose fun and become stressed out while doing it. The very act of ceasing helps to relax you and make you feel better - but only so far. This is the midpoint of the fun bar.
If you didn't want it to increase back to the halfway mark, you would have to deal with the debuff moodlets another way, or you would end up with a town full of stressed out townies.
kamikazehigh:
Quote from: Skadi on 2013 January 06, 21:01:48
If you didn't want it to increase back to the halfway mark, you would have to deal with the debuff moodlets another way, or you would end up with a town full of stressed out townies.
Omg that sounds awesome! I now have zero regrets about modding fun in my game!
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