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TS3/TSM: The Pudding => Facts & Strategery => Topic started by: Roflganger on 2009 June 03, 15:35:00



Title: Traits Cheat Sheet - Work in Progress
Post by: Roflganger on 2009 June 03, 15:35:00
I'm working on collecting useful data about traits - the benefits/drawbacks of each (rather than just the vague overview you get when you assign them).  Any contributions are, of course, welcome.


Here is a template for collecting data:

Trait:
CAS Description:
Features (Benefits and drawbacks):
Associated Interactions:
Other Notes:

Trait: Lucky
CAS Description:
Features : More likely to get good results from career events.  Less likely to burn food.  More likely to get raises. Less likely to get robbed.
Associated Interactions:  None?
Other Notes:  Occasionally the Sim gets a "Feeling Lucky" moodlet that lasts throughout the day, with a decent mood boost.  Not sure yet how the moodlet affects the odds of things like robbery/raises/food burning.

Trait:  Bookworm
CAS Description:
Features:   Can read faster.  Gets more fun from reading.  Writes higher quality novels.  Finishes homework faster. 
Associated Interactions:  Click Sim for "Go to Bookstore" action.  "Talk about books" interaction.
Other Notes:

Trait: Perfectionist
CAS Description:
Features: Does most things better than other Sims, but takes longer to do them.  Paint higher quality paintings.  Prepare better quality food.  Write better novels.
Associated Interactions:  "Point out flaws" interaction.
Other Notes:

Trait:  Absent Minded
CAS Description:
Features:  Sim may find himself in a room, wondering how he got there.  May be forgetful (translates into dropped actions).
Associated Interactions:  None?
Other Notes: 

Trait:  Genius
CAS Description: 
Features: Learns logic skill faster.  Enjoys chess, improves quickly at it.  Solve math problems on the computer.
Associated Interactions:  "Compliment cleverness" interaction. 
Other Notes:

Trait:  Virtuoso
CAS Description:
Features:  Learns guitar faster.  Gets more tips and cash for performing.
Associated Interactions:  "Enthuse about music" interaction.
Other Notes: 

Trait:  Natural Cook
CAS Description:
Features:  Learns cooking skill faster.  Makes higher quality food.  Never causes a fire when cooking.  Never burns food.
Associated Interactions:  "Kick up a notch" interaction on food.  Possibly "Trade Recipes" interaction. 
Other Notes:

Trait:  Artistic
CAS Description:
Features:  Improves faster at painting.  Learns writing skill faster.  Learns guitar faster.  Enjoys spending time at art gallery.
Associated Interactions:  Click Sim to "Go to Gallery".  "Enthuse about art" interaction.
Other Notes:

Trait:  Charismatic
CAS Description:
Features:  Builds charisma skill more quickly.  Others are most likely to listen to your Sim. Sim will never bore others.  Makes friends faster.
Associated Interactions:
Other Notes:

Trait:  Ambitious
CAS Description:
Features:  Gets promotions and raises faster.  Sim may get anxious to advance if they don't get promoted in a while.  Gets more lifetime happiness points from fulfilled wishes.
Associated Interactions:
Other Notes:


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: prettivacant on 2009 June 03, 16:18:15
Trait: Hot-Headed
CAS Description: Erm.. don't know..
Features (Benefits and drawbacks): Hot-Headed sims get really mad really easily. The needs for hunger and sleep really put them in a pissy mood when they get too low, though. They can go from being in the best mood to the absolute worst instantaneously.
Associated Interactions: Arguing, irritating.. I'm pretty sure
Other Notes:


Does anyone know what trait makes them look in the mirror all the time and gussy up and all that? Because I had a sim that always did that in his free time and I don't know what trait makes him do that... It's weird that there isn't a "conceited" or "vain" trait, because that is definitely a realistic trait to give them. Haha


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: EsotericPolarBear on 2009 June 03, 16:24:27
I think snob does that


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: TashaYarrr on 2009 June 03, 16:55:40
http://sims.wikia.com/wiki/List_of_Traits


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Roflganger on 2009 June 03, 17:23:17
Aha... Good, that saves me lots of note taking.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: TashaYarrr on 2009 June 03, 17:48:48
Yeah, not sure if it is 100% accurate but you should be able to compare it against the actual game.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: BastDawn on 2009 June 03, 18:11:00
This would be far more useful with some hard data.  I'll move it to the Facts forum if you update it with facts: exact mood boost given, differences you have observed personally with a reasonably large sample over a reasonably long time, and other things that aren't taken from L&P like the Prima guide or Snooty Sims (if there is even a difference between those two).


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Roflganger on 2009 June 03, 18:21:03
That sounds like a plan.  I'm determined this time around to do something useful after leeching off the hard work of others for so long.  I'll continue keeping notes and tracking hard-and-fast data and update accordingly.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: VeilSethekk on 2009 June 03, 19:31:07
Okay, here's a few contributions to this based on my observations:

Trait: Loves The Outdoors
CAS Description:  Can supposedly learn gardening and fishing faster.
Features:  Gets a positive moodlet when outdoors.
Associated Interactions:  "Enthuse about outdoors" interaction while outside.
Other Notes:

Trait: Loner
CAS Description:  Needs less social interaction.
Features:  Slower social decay, Gets a positive moodlet when alone, Gets a negative moodlet when in crowded places, which includes school and possibly work.
Associated Interactions:
Other Notes:

Trait: Insane
CAS Description:  Sim supposedly makes decisions out of whim.
Features:  Can fish out of swimming pools.
Associated Interactions: Speak Madness, Tell Ghost Story, Talk about conspiracies, can Talk to Self
Other Notes:


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: hooptytrib on 2009 June 03, 22:47:11
Mutually exclusive trait pairings, in no appreciable order:

Artistic - Can't Stand Art
Excitable - Grumpy
Athletic - Couch Potato
Brave - Coward
Heavy Sleeper - Light Sleeper
Easily Impressed - Snob
Friendly - Mean Spirited
Grumpy - Hot-Headed
Loner - Party Animal
Evil - Good
Hates the Outdoors - Loves the Outdoors
Lucky - Unlucky
Neat - Slob
Good Sense of Humor - No Sense of Humor
Charismatic - Loser
Commitment Issues - Hopeless Romantic
Dislikes Children - Family-Oriented
Flirty - Unflirty
Childish - Dislikes Children


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Zazazu on 2009 June 03, 22:57:41
Heavy Sleeper/Light Sleeper affects naps. Heavy Sleepers can nap to about half of energy. Light Sleepers will not nap.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 June 03, 23:03:39
Too bad naps have no tangible benefits because their energy regeneration rate is slower than beds, and therefore, there is no point to them.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Roflganger on 2009 June 03, 23:39:16
A decent length nap coughs up the "Nice Nap" moodlet (or something along those lines) which can be handy for counteracting the negative mood effects from sleepiness.  Sleeping in general is a pain... Even with the highest bed they seem to need to sleep forever.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Bass Junkie on 2009 June 03, 23:54:28
A decent length nap coughs up the "Nice Nap" moodlet (or something along those lines) which can be handy for counteracting the negative mood effects from sleepiness.  Sleeping in general is a pain... Even with the highest bed they seem to need to sleep forever.

Much like in real life. Damn all this reality!


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Trinity on 2009 June 04, 00:19:40
Trait: Frugal
CAS Description:  Frugal sims love to clip coupons to save money, relish a good deal, and hate to be wasteful.
Features:  can clip coupons out the newspaper.
Associated Interactions: idle action 'counting money'. When low on cash they can "complain about money" to other sims.
Other Notes: the coupons they clip are for random things like "Logic Volume 3: 3.14159265 for 30% off expires in 3 days". They sometimes get upset at random purchases from buy mode (my homeless sim got upset when I used his only remaining $$ to buy a bike rack and bike). When they use their coupons they get a positive moodlet that lasts for 8 hours, called "got a good deal".


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Sam on 2009 June 04, 00:27:06
Okay, here's a few from the time I've played so far:

Trait: Good
CAS Description: Good sims go out of their way to help others
Features: Other sims get comforted moodlet when socialising with them; they get moodlets for giving to charity that lasts 24 hours
Associated Interactions: Brighten day (other sims); Donate to charity (mailbox)
Other Notes: No mean interactions available

Trait: Computer Whizz
CAS Description: These sims love computers
Features: Get more fun from playing games, faster logic boost while playing chess on computer, repairs take less time
Associated Interactions: Talk about computers (other sims); Chat with someone (computer) - they chat with some random person online, separate to usual chat with
Other Notes:

Trait: Daredevil
CAS Description: Daredevils love fire and the rush of adrenaline
Features: Get moodlet for "rushing around" (not sure how to get it, he just had that when he moved in); love to fight fire and check out the graveyard
Associated Interactions: When doing things like reading, showering or jogging etc., option reads "Extreme [interaction]". Not sure what that's about - anyone noticed a difference?
Other Notes:

Trait: Great Kisser
CAS Description: Self-explanatory :P
Features: Other sim gets an extra moodlet when kissed by them
Associated Interactions:
Other Notes:

More on bookworm: gain skills faster from books, they also have "go to bookstore" interaction when clicking on them

That's about it for now.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: simokon on 2009 June 04, 01:32:20
Trait:  Vegetarian
CAS Description:
Features:  Can only cook vegetarian food, has some veggie versions of dishes.  Gets a negative "Feeling nauseous" moodlet from eating meatfudz prepared by others.
Associated Interactions: Can enthuse about vegetarianism with other sims.  Other sims can also applaud a Vegetarian's vegetarianism.
Other Notes:  Never noticed an option to cook fish.  "Links" and "patties" are magical ingredients which can be meat or not-meat based on who cooks them.  Game not clear which meals made by others are safe to eat.  Pizza and restaurant food ordered by a Vegetarian are safe.  (More experimentation is clearly needed.)

Trait: Neurotic
CAS Description:
Associated Interactions:  Can talk about conspiracy theories (Insane sims find this quite fascinating).  Self-interaction "Freak Out" which provides "Tranquil" moodlet.  Can "Check faucet" or "Check stove" which produces a "Calm" moodlet.
Other Notes:  Sometimes spins wishes to wash hands or brush teeth 2-3 times in a row.  Occasionally gets a negative "Feeling anxious about the stove/faucet" moodlet that can be cured by checking the appropriate appliance. 


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Delphy on 2009 June 04, 01:35:39
There's a big long list, as well as icons, located here: http://www.sims2wiki.info/wiki.php?title=Sims_3:Traits

It would be nice to add your other notes though. :)


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: rufio on 2009 June 04, 01:38:27
My Lucky sim has gotten a lucky event at work that resulted in an instant promotion while she had the "Feeling Lucky" moodlet, but I don't know if it was because of the moodlet or not.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Roflganger on 2009 June 04, 06:11:05
Someone has been kind enough to send me a list of when traits become available for born-in-game Sims, as well as more incompatibility info, so I'll be doing an update soon with all the new info here.  Just wanted to post this to save anyone the effort of compiling identical info.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: dorquemada on 2009 June 04, 07:04:02
My lucky Sim with no science or intelligence related perks keeps finding stars whenever she deems to use telescope. There was a couple of hours that brought her 4, and other Sims would gape through the scope every night for a week and only harvest some satellites and a star if they're lucky. Can someone test it on their lucky Sims?

Genius Sim heads to the bookshelf any time he's left unsupervised and gets much fun from reading though he doesn't have Bookworm perk. His father does, though.



Title: Re: Traits Cheat Sheet - Work in Progress
Post by: teaislovely on 2009 June 04, 10:33:14
For your daredevil bit.. I left my daredevil Sim to do her own thing for a bit and came back to find her putting her finger into the fireplace and playing with fire. Don't know if this can cause them to be set on fire... but  I kinda hope so. Pretty sure she also got a positive moodlet for doing so.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Bass Junkie on 2009 June 04, 10:37:34
Are there any restrictions to Kleptos having the 'Steal something' menu option? I had a klepto sim before that had the option in a certain rich sim's house quite often, but upon starting a new game in Riverview, the option hasn't been there. Not sure if it's because I haven't been playing the new game for long enough, or if there's a required level of relationship?


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Sam on 2009 June 04, 10:45:46
For your daredevil bit.. I left my daredevil Sim to do her own thing for a bit and came back to find her putting her finger into the fireplace and playing with fire. Don't know if this can cause them to be set on fire... but  I kinda hope so. Pretty sure she also got a positive moodlet for doing so.

I've seen my daredevil in the bath suddenly duck under the water, then come back up gasping for air :D He doesn't always do it though.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: mibsywibsy on 2009 June 04, 12:50:24
Trait: Loner
CAS Description:  Needs less social interaction.
Features:  Slower social decay, Gets a positive moodlet when alone, Gets a negative moodlet when in crowded places, which includes school and possibly work.
Associated Interactions:
Other Notes:

Definitely includes work; Loner Sims will generally get a negative moodlet at any workplace, although specific courses of action (Relax in Specimen Closet was one, in Science, and there's at least one more) will alleviate it. Pretty much anything where they'd be alone, so all of the options at the bottom of the list that are some variant of "fuck about on your own to try and RNG some Opportunities" seem to work.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Dureth on 2009 June 04, 13:53:43
Too bad naps have no tangible benefits because their energy regeneration rate is slower than beds, and therefore, there is no point to them.
It's convenient for making sims nap on couches, benches, ect. Example: 'homeless' sims sleeping on park benches. Husbands sleeping on couch.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: specialtoffee on 2009 June 04, 14:01:20
Neat sims get an option to clean the house by clicking on the floor, this seems to work exactly as macrotastics.
Vegetarian sims are able to cook fish dishes which make them sick, although they can also cook ambrosia which doesn't. And since meat apparently grows on trees now vegetarianism seems rather obsolete.
Slobs appear to flood the bathroom after bathing/showering 100% of the time, they can lick plates clean but these don't magically vanish as in sims 2.
Evil sims can steal candy from babies, and keep getting wants to donate money to undermine charities which seems largely cosmetic as it works the same as good sims donating to charity.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: hooptytrib on 2009 June 04, 14:23:09
Trait: Great Kisser
CAS Description: Self-explanatory :P
Features: Other sim gets an extra moodlet when kissed by them

This one's a little quirky.  The great kisser sim also gets the moodlet.  Kissing in bed does not count.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: csquared on 2009 June 06, 02:02:20
Be aware that sometimes the description of traits are sometimes misleading, so some of this cheat sheet doesn't actually affect the game- it's just described by the developers in that way.

For example: I have a sim with the insane trait and she doesn't seem to make decisions any more randomly than a normal sim with free will- there are just a couple new interactions for her to go to (like fishing in the pool) but she does wear a randomly decided outfit everytime she changes.

I've seen my daredevil in the bath suddenly duck under the water, then come back up gasping for air :D He doesn't always do it though.

All sims will duck under water from time to time, regardless of their traits.
Edit:  Maybe not hydrophobic ones...I'll have to try that. Hmm


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Insanity Prelude on 2009 June 06, 02:10:49
Pretty much any cleaning action when done by a Perfectionist sim has the little Perfectionist icon by it in the pie menu. I didn't really pay attention to whether the cleaning takes longer, though.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 June 06, 02:12:22
It's convenient for making sims nap on couches, benches, ect. Example: 'homeless' sims sleeping on park benches. Husbands sleeping on couch.
Personal amusement falls short of a tangible benefit to actual gameplay, though.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Insanity Prelude on 2009 June 06, 02:13:31
Also, "Tell Ghost Story" is not an Insane-exclusive action. My Sims get the ability to do it for a while after seeing ghosts.

Edit: Since it hasn't been mentioned yet, Great Kissers always have the option to kiss someone (under Special...) regardless of relationship values or how the other sim sees them at the moment.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Czezechael on 2009 June 06, 03:13:45
I thought I might provide some tangible numbers to a few things:

Evil:
What it does:
1] Be a bit better at the criminal lifestyle than other sims. (Bar goes up faster)
2] Donate to anticharities, granting the "Fiendishly Delighted (+15)" moodlet.  
3] "Fiendishly Delighted" moodlet when relatively bad things happen to surrounding sims.  Evil babies will become fiendishly delighted upon pissing other sims off with stench, crying, etc.  Lasts for six hours.  
4] Win moar in fights?  Not enough to override a general lack of athletic skill, apparently, as my evil!sim failed to beat the tar out of her jocky classmates routinely.
5] May troll forums via a computer.  Hooray!  If successful (must check back later on a computer), you get fiendishly delighted: 1 ea.  If failboat, get a 24 hours negamoodlet that is arooound -15 or so.
6] "Mastermind Plot" social.  Seems to bore people almost every time used.  Woo.
I have yet to have found a baby to steal candy from.  Evil sims also do not get the negamoodlet when it's dark in the house.

Overly Emotional:
What it does:
1] Additional 25% effect to all moodlets, positive and negative.  Useful!

Neat:
What it does:
1] Always clean up after self.
2] Extra sad when environs become dirty, I think it's around 20% more enturbulation.
3] Cleaning up is always an option, even if they are urine-soaked and dead tired.
4] As mentioned before, macrotasticaloid "clean house" floorclick option.  Better than having to do it manually, but they always skipped over the nastiness in the fridge.
5] Many, many wishes cropping up to clean things.  Goes well with neurotic, as that also brings up wishes to clean stuff.
IIRC the game text says that it makes them find cleaning somewhat fun, but it did not have a very noticeable effect on stress levels in the two neat sims that I had.

Mean-Spirited
What it does:
1] +10 moodlet when enemies are near, as opposed to the usual -10 moodlet.
2] Slightly better at fighting?  Again, no muscles + Mean + Evil != better than some muscles.  Jock's traits, are, however, unknown.
3] Enjoy being mean to people, wishes will routinely crop up to be mean, will autonomously be mean to just about anyone, even friends from my experience.
Comes with a handy li'l tally of how many enemies the sim has.
Fun Fact: An ambitious, mean, evil sim had a want, on his first day of work, to see the ghost of his boss.  I am not sure what factored into that, and they did not have any lower than normal relationship with each other.

Neurotic
What it does:
1] "Freak Out" -> go "nyyerrrraaaagh" and get a +15 moodlet for 8 hours.
2] Complain about things to anybody and get a +10 moodlet for a little while (2 hours?)
3] Get OCD (wash hands x3, brush teeth x3, also in x2 variations)
4] Lots of wants to clean things, make beds, etc.
5] Ability to check stove, tap, fireplace for a +20 moodlet for three hours.  Sometimes gets a -20 (IIRC) "worried about _____" moodlet for 6 hours, which can be corrected by checking the ______.
6] Ability to talk about conspiracies.  Woo.

Loner
What it does:
1] -25 or so moodlet when around 3 other sims.
2] +15 moodlet with condiational duration when alone (infinite unless somebody comes and mucks it up).
3] Every now and again, wishes will crop up to be in a certain room for a certain number of hours.  In my experience, it does not have to be the bedroom, as my first loner sim had the wish, stayed in the graveyard for 3 hours, and got it granted.

I've had Flirty sims, which just get to be better at flirting (seems to lead to fewer rejections earlier on), I'm not sure what quantifiable difference there is with "great massage" v. "massage".

I'll post more when I get a chance. So apparently the paper+pencil icon is not "edit" but some mysterious other function.  What a pisser.

Genius
What it does:
1] Faster learning is faster for logic and chess.
2] Ability to piss time down the drain via maths on the computer is available.  Rewards range from roughly $100 to being laughed at.  Takes quite a while!
3] "Deep Conversation" available, does nothing particularly remarkable.  Geniuses can be complimented on their cleverness.
4] Geniuses will autonomously Look Around (http://www.youtube.com/watch?v=bCWA7uevo_Q&feature=channel_page) and sometimes get a +20 moodlet for two hours cos they're FASCIMATED!! with something they saw.

Excitable
What it does:
1] +20 moodlet for three hours when seeing or experiencing something exciting.  Exciting things include lovers and promotions, in my experience.

Clumsy
What it does:
1] Trip randomly over absolutely nothing.  No moodlets of any sort result.  The only result is clipping through nearby walls and objects.  Ace.

Good
What it does:
1] NEVAR!1 want to be mean to anybody, ever.
2] "Brighten Day" interaction gives, IIRC, a +10 moodlet for two hours.  Similar to the moodlet gained when complaining about things to other sims.
3] Donate to random charity when clicking the mailbox, $100/$250/$1000.  Moodlet is, if I recall, +15 and lasts for a day.

Great Kisser
What it does:
1] +15 moodlet for three hours upon ensmoochination for both the macker and the mackee.  I did not notice it not applying in bed, though my sims woohoo and kiss there about as often as celibate octagenarians what "everything else" in the game taking so damn much time and the fact that you have to set the mood prior to sexytimes.

Inappropriate
What it does:
1] Shirk dress codes for parties and perhaps some other things.  I did not notice shirking work dress codes.
2] Enjoy making fun of people and get many "late relationship only" options under "Special\Inappropriate...".  Many more options for insulting people than mean and evil sims.
3] Alternative version of trolling forums, works the same as discussed under "Evil".

Insane
What it does:
1] Take about fifteen minutes to RNG up one outfit out of all available to the sim prior to going to any non-work venue.  Boo.
2] Randomly do stuff that is actually not very nonsensical at all.  Randomly eat a lot of fruit if it's in the sim's inventory.
3] LOL RANDOME!1 social options, pretty much all the special ones save for a few.
I did not notice any nonsensical wishes.

Green Thumb
What it does:
1] Faster gardening skillup is faster, better harvests are better.  Yay gardening.
2] Talking to plants is now an option.  I am not sure what the hell this is supposed to do, since I've never run any tests to see its potential effects.
3] Revive plants is a fat liecake, the only plants that seem to be revivable are death flower bushes.  Only good for one additional harvest.
4] May enthuse others about gardening and brag about prowess with hoes.
Fun Fact: I never had a green thumbed sim autonomously talk to plants until I had an insane green thumbed sim.  So, given EAxis views on "Insane" as lol randome!1, maybe talking to plants does nothing?

Natural Cook
What it does:
1] Faster cooking skillup is faster.
2] Will never enshitenate food (burn) or cause fires in the kitchen (hooray).  Food always ends up being remarkably better than that made by plebeian unnatural cooks, with much less effort.
3] "Kick it Up a Notch" does just that, one quality level to the next.  Perfect foods may not be kicked.
4] May do the following socials about cooking: enthuse, brag about prowess.  Woo.

I'll add moar when I experience moar.

(Cze-cze can't do maths. -ed)


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: jaccirocker on 2009 June 06, 03:16:14
The frugal sims will also turn off lights in empty rooms. They do it by clapping and you will see it in queue.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: tizerist on 2009 June 06, 11:37:28
Any chance we could get the codes for the addtrait cheat?

Ones with multiple words (eg. Great Kisser) seem to have a diffent code.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: MasterDinadan on 2009 June 06, 12:20:06
Evil sims in the crime field can (and often do) receive the fiendishly delighted moodlet while at work.  I'm not sure they actually get a performance increase just because they are Evil, I think they just get free moodlets.  Not completely sure, but it doesn't SEEM to be any easier.

Evil sims can indeed steal candy from babies.  This is one of the best ways to get "Fiendishly Delighted" as I believe the value is +15, it doesn't seem to negatively affect the baby in any way whatsoever (It might hurt the relationship, but if it does then not by much) and the baby can't do a damn thing about it.  This can be used on your own baby.  In fact, I recommend it for a free mood boost before you head off to work (it's better than beating your spouse anyway :P)


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: ladyshiva on 2009 June 06, 12:27:16
Insane sims will queue up strange actions if you leave them alone, like "put away" with an icon of a space ship, or a beach ball, or some other random thing that isn't there. There will get a little upset when they can't do it. I also once had an insane sim get a want to imply someones mother was a llama.

My Hopeless-romantic sim sometimes gets wants to write romance novels. It could be possible they are better at writing them.



Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Marhis on 2009 June 06, 12:37:31
I also once had an insane sim get a want to imply someones mother was a llama.

This happens with the Inappropriate trait, too. My simself insults the whole neighborhood this way, if I'm not quick enough to cancel the action.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: jaccirocker on 2009 June 06, 17:29:37
Any chance we could get the codes for the addtrait cheat?

Ones with multiple words (eg. Great Kisser) seem to have a diffent code.

I tried it last night, and it works like so: addTrait GreatKisser. Simply put no spaces and mind the capitalization.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Czezechael on 2009 June 06, 19:53:07
Evil sims in the crime field can (and often do) receive the fiendishly delighted moodlet while at work.  I'm not sure they actually get a performance increase just because they are Evil, I think they just get free moodlets.  Not completely sure, but it doesn't SEEM to be any easier.

Interesting note, I'd just assumed that it factored into the bar being raised at a higher rate cos my evil sim had managed to snag promotions on, sometimes, only the first or second day.  Having an athletic skill level of 10 may have helped with that venture more, though.  She was part of a household of five so I just kind of ignored her while she was working, that's interesting to note about the fiendishly delighted moodlet.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: kiki on 2009 June 07, 02:57:55
I had a slob/evil toddler that ended up with a "fiendishly delighted" moodlet after they got the desire to "soil themselves" (and completed it BEFORE I could get them to a potty for training...little bastard).


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: MasterDinadan on 2009 June 07, 03:17:28
Well the Evil bonus to criminal may be applied in addition to the free moodlets, I just know that you do get the moodlets.  If there's a performance increase then it is probably pretty small.  Brave supposedly gives a bonus to Law Enforcement and Military, but there are no moodlets for it.  Although it could also be that it's helping you earn RAISES in the associated career, and not necessarily promotions.  We really cannot say without doing some testing.

Testing evil vs non-evil in criminal should be easy enough.  Just make sure they are both at the same quality for mood (you can really only control this by keeping them both at excellent, which should be easy) and the same athletic level (obviously easy).  Unless there are performance bonuses for going above and beyond what qualifies "excellent" mood, the Evil one will either have better progress, or the exact same progress.  Even if there is a performance bonus above and beyond excellent, it should be pretty easy to just max out the mood on both, so that presumably they get the same bonuses (unless there is no actual maximum for mood and the bar just cuts off arbitrarily).

Getting them to max mood long enough to go to work should be easy with a well-timed baby larva and an expensive trip to the spa.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: kiki on 2009 June 07, 03:27:49
Getting them to max mood long enough to go to work should be easy with a well-timed baby larva and an expensive trip to the spa.

If you're just looking for testing purposes, just use testingcheatsenabled to pull all their sliders up before they get in the carpool - the "squeaky clean" and "having a blast" moodlets they get from having all their needs maxed out sets them right into the highest plateau for their moods. Once you're done testing you can just let their moods decay and regen naturally.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: gyrobot on 2009 June 07, 08:25:36
Loser infomation

-May get bad events more likely at work
-You gain a huger moodlet from victory or prevailing over others
-You will gain more difficult oppurtunities at your level for lesser gains
-Can't be murdered by freak accidents, death will pity you and revive you.
-You will more likely to fail in certain things than others. Although natural talent can migitate the situation, murphy's law will be taken into account


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: TripleM on 2009 June 08, 17:01:04
evil sims will get "Fiendishly Delighted" too for training/teaching other sims.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: wuthering on 2009 June 08, 19:33:24
No one's mentioned this yet, but it seems that for Evil Sims, when learning the painting skill, they will paint "evil" versions of paintings.  These tend to be darker and almost entirely in shades of red when at higher painting skill levels (around 5 or 6).  I have one Good Sim, and one Evil Sim both gaining painting skill:
Good Sim painted things like a bird, a father and son fishing, a clock, a cat lying next to a pile of books, and a scene from "Hey Diddle Diddle."
Evil Sim painted these same pictures, however the way the colors, shading, and lighting are make her paintings appear to be on fire.  She is now at level 10 and has the painting bonuses, yet will randomly either paint a normal picture or a reddish "evil" version.  Also, when first learning, her second picture was a red creature with horns; the Good Sim never painted anything like it.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: ElenaRoan on 2009 June 08, 21:11:10
Trait: Loner
CAS Description:  Needs less social interaction.
Features:  Slower social decay, Gets a positive moodlet when alone, Gets a negative moodlet when in crowded places, which includes school and possibly work.
Associated Interactions:
Other Notes:

Definitely includes work; Loner Sims will generally get a negative moodlet at any workplace, although specific courses of action (Relax in Specimen Closet was one, in Science, and there's at least one more) will alleviate it. Pretty much anything where they'd be alone, so all of the options at the bottom of the list that are some variant of "fuck about on your own to try and RNG some Opportunities" seem to work.

Doesn't always trigger at work, at least in the Science career.  A 'crowd' is apparently 3 other sims or more.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 June 08, 22:15:37
Whether or not it triggers at work depends on how many other sims are sharing the rabbit hole at the time. If there are not enough people in your career track that share your work hours, you will not get it. It is even possible to be the only person and get the Alone moodlet, if nobody else has your work hours because you have a graveyard shift.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: ElenaRoan on 2009 June 09, 08:48:31
Whether or not it triggers at work depends on how many other sims are sharing the rabbit hole at the time. If there are not enough people in your career track that share your work hours, you will not get it. It is even possible to be the only person and get the Alone moodlet, if nobody else has your work hours because you have a graveyard shift.

Odd, it seemed nearly random to me.  She wasn't on graveyard shift and I thought her co-workers had roughly the same hours.  I'll have to record the work times of the various levels and double check when I get a chance.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 June 09, 10:02:09
Well, it's "random" in the sense that the player possesses no direct means of detecting the outcome, and presumably not one for effectively influencing it.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Zucabr on 2009 June 09, 11:35:44
A list of the traits in their code form, taken from the Traits xml in gameplaydata.package. Ie, the word you use for addtrait. (E.g., "addtrait AntiTV")

AbsentMinded
Ambitious
Angler
AntiTV (This is Technophobe)
Artistic
Athletic
BookWorm
Brave
Burglar (Hidden)
CanApprehendBurglar (Hidden)
CanSalute (Hidden)
CantStandArt
Charismatic
Childish
Clumsy
CommitmentIssues
ComputerWhiz
CouchPotato
Coward
Daredevil
DislikesChildren
EasilyImpressed
Evil
Excitable
FamilyOriented
Flirty
Friendly
Frugal
Genius
Good
GoodSenseOfHumor
GreatKisser
GreenThumb
Grumpy
Handy
HatesOutdoors (Hates THE Outdoors, stupid thing.)
HeavySleeper
HopelessRomantic
HotHeaded
Hydrophobic
Inappropriate
ImmuneToFire (Hidden)
Insane
Kleptomaniac
LightSleeper
Loner
Loser
LovesTheOutdoors
Lucky
MakesNoMesses  (Hidden)
MeanSpirited
Mooch
NaturalCook
Neat
Neurotic
NeverNude
NoSenseOfHumor
OverEmotional
PartyAnimal
Perfectionist
PizzaAppreciator (Hidden)
Pyromaniac (Hidden)
Rocker (Hidden)
Schmoozer
Slob
Snob
Unflirty
Unlucky
Vegetarian
Virtuoso
Workaholic

And the Lifetime Perks are also apparently "Traits".


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 June 09, 13:21:39
Addtrait will not let you add/remove reward perks. Those fuck up the panel. If you want to add one of those, use the lifetimehappiness cheat and then buy them.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: TheQuietOne on 2009 June 09, 23:31:13
I thought I might provide some tangible numbers to a few things:

Genius
What it does:
1] Faster learning is faster for logic and chess.
2] Ability to piss time down the drain via maths on the computer is available.  Rewards range from roughly $100 to being laughed at.  Takes quite a while!
3] "Deep Conversation" available, does nothing particularly remarkable.  Geniuses can be complimented on their cleverness.
4] Geniuses will autonomously Look Around (http://www.youtube.com/watch?v=bCWA7uevo_Q&feature=channel_page) and sometimes get a +20 moodlet for two hours cos they're FASCIMATED!! with something they saw.


Thants.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Aaroc on 2009 June 13, 18:48:55
Trait: Unlucky
CAS Description:
Features (Benefits and drawbacks): More likely to be robbed, break things, start fires, and have bad things happen in general.
Associated Interactions: none?
Other Notes: the Grim reaper takes great pleasure in watching misfortune fall upon your sim, and when they kill themselves trying to repair the electronic devices they break, he will probably let them stay alive (the same could possibly be said if they die in a fire they started, but I have insufficient testing for that). Poor Susie Broke has almost died about 9 times and she joined my family with 7 handiness skill points. She breaks everything she touches, but we have yet to be robbed since she joined the family or have any fires though.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: hooptytrib on 2009 June 13, 21:59:31
Learnings from elsewhere, worth noting in this thread:

Traits' influence on genre profitability for writers
 (http://www.sublimesims.net/index.php?option=com_content&view=article&id=276:skills-writing-and-novels&catid=84:faqcheats&Itemid=105)
Traits' influence on work performance (http://www.moreawesomethanyou.com/smf/index.php/topic,15331.0.html)


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: hidethe_cutlery on 2009 June 16, 07:44:54
Green Thumb
What it does:
1] Faster gardening skillup is faster, better harvests are better.  Yay gardening.
2] Talking to plants is now an option.  I am not sure what the hell this is supposed to do, since I've never run any tests to see its potential effects.
3] Revive plants is a fat liecake, the only plants that seem to be revivable are death flower bushes.  Only good for one additional harvest.
4] May enthuse others about gardening and brag about prowess with hoes.
Fun Fact: I never had a green thumbed sim autonomously talk to plants until I had an insane green thumbed sim.  So, given EAxis views on "Insane" as lol randome!1, maybe talking to plants does nothing?
If you let your plants die they can be revived, but once plants are barren they're no good.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Czezechael on 2009 June 16, 08:37:16
I was a bit confused on this measure, I'd figured it wouldn't revive plants past their prime, but it revives death flowers after you harvest them, so I figured something was messed.

Can't green thumbs NOT kill plants to begin with?  Or am I forgetting something?


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: hidethe_cutlery on 2009 June 16, 11:45:04
They can kill plants, I'm assuming by not weeding them (the sprinklers are on auto-water so it makes sense that it wouldn't be the cause)
Ironically, it was the Life Plant that died and needed reviving.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 June 16, 14:04:47
I was a bit confused on this measure, I'd figured it wouldn't revive plants past their prime, but it revives death flowers after you harvest them, so I figured something was messed.
Well, the DEath Flower is the only plant you'd WANT to revive. The whole POINT of the trait is to revive the Death Flower bush, so you can get a second flower out of it. Otherwise it's purposeless to plant the the thing in the first place, because you will just get another single flower out of it.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Gus Smedstad on 2009 June 16, 16:50:35
I've had a Sim end with a Death Flower seed in her inventory after harvesting a "wild" death flower, as well as a Death Flower.  By "Wild" I mean one I'd planted on an earlier lot and not stuck around to harvest.  So it's possible, but rare, to end up with something beyond simply recycling the Death Flower if you plant it but don't have the Green Thumb trait.

Personally, I don't care much about Death Flowers.  Accidental death seems neigh impossible in this game.  You have to do it deliberately, i.e. repair an electronic device while still singed, or force them to stay in the water while exhausted.  Since it's never really accidental, why would you want to prevent it?

There's an Opportunity that calls for one, but otherwise they seem of little value.

 - Gus


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: IgnorantBliss on 2009 June 20, 04:53:12
Quote
maybe talking to plants does nothing?

Talking to plants fills the sim's social need bar. I don't think it does anything to the plant, though. I've had a single female gardener get much of her social need fulfilled by talking to her plants. (I'd prefer to make most of my sims Loners so that they wouldn't have to bother with socializing but sometimes I want to use the trait slots for other things, too.)


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 June 20, 05:30:46
My loner sims get their social the same way the loner-me gets it: From the Internets. This option doesn't even suck anymore, unlike TS2, meaning my sims never actually have to talk to anyone else. Ever. yay Internets!


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Gus Smedstad on 2009 June 20, 13:18:55
I'm grateful that chatting doesn't suck anymore.  It used to be one of those useless actions that the Sims would do on their own if you weren't controlling them every second, like napping on the couch.

I'm also grateful that they didn't re-introduce blogs.  I never want to see a "blog about..." Wish again.  Though they'll probably bring it back in an expansion, knowing them.

 - Gus


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Czezechael on 2009 June 20, 19:29:31
I never want to see a "blog about..." Wish again.

Jesus Jones, fo' serious.  I did not realise the folly of installing a "hobby enthusiasm doesn't decay" hack until one sim had nothing but blogging wishes.  Chained.  Did you blog about one of your six hobbies?  Great, you want to blog about it again!  Did you blog about everything, are your fingers a little sore?  Okay, take a break, you want to eat hamburgers.

Did you eat the hamburgers?  Now you want to blog!  Blogs are the meat of the internet, like hamburgers are the meat of the world.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: dadditude on 2009 July 05, 01:13:48
Is it possible via addtrait to give a sim two conflicting traits, such as good and evil both? Or is this something that would lead to VBTs?


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: dusty on 2009 July 05, 04:46:56
Is it possible via addtrait to give a sim two conflicting traits, such as good and evil both? Or is this something that would lead to VBTs?

Selecting some traits renders others unselectable. Good and evil is one such combination; neat and slob is another obvious one I recall.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Zucabr on 2009 July 05, 13:27:20
Is it possible via addtrait to give a sim two conflicting traits, such as good and evil both? Or is this something that would lead to VBTs?

Selecting some traits renders others unselectable. Good and evil is one such combination; neat and slob is another obvious one I recall.
In simple terms, no. Awesomemod will give you a... a "meh!" or a "bah!" or some such message upon trying to addtrait the incompatible second trait.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: dadditude on 2009 July 05, 23:31:10
In simple terms, no. Awesomemod will give you a... a "meh!" or a "bah!" or some such message upon trying to addtrait the incompatible second trait.

Good to know.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: gamb on 2009 July 12, 05:56:19
Insane sims will queue up strange actions if you leave them alone, like "put away" with an icon of a space ship, or a beach ball, or some other random thing that isn't there. There will get a little upset when they can't do it. I also once had an insane sim get a want to imply someones mother was a llama.
Mine also get bizarre queues when left alone.

Has anyone else noticed Insane sims getting fetishes?  I have one Insane sim who, when left to her own devices, sits in every chair in the house.  She sits down for 5 minutes, gets up, and moves to another chair, and she'll do this until her motives decay enough to force her to do something else.  I've yet to see another sim behave this way.  Are Insane sims prone to queueing up the same actions over and over?


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 July 12, 08:11:37
Insane sims don't always pick a sensible thing to do, they will instead sadorandomly pick from a list of actions. This is part of their thing.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: IgnorantBliss on 2009 July 26, 09:25:57
It appears the ability to autonomously fight burglars (CanApprehendBurglar (Hidden)) can also be passed down to kids. I have several sims that don't have the brave trait, but yet they autonomously line up to fight a burglar. Their mother/grandmother was brave (and also in the Law Enforcement career).

The passing down of the hidden traits seems to go on for a (seemingly) unlimited number of generations. I'm now playing the sixth generation of a game where the founding sim was in the Criminal career, and nobody ever since. All the kids still get the "Sneak here" option.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: LVRugger on 2009 July 27, 08:31:51
It appears the ability to autonomously fight burglars (CanApprehendBurglar (Hidden)) can also be passed down to kids. I have several sims that don't have the brave trait, but yet they autonomously line up to fight a burglar. Their mother/grandmother was brave (and also in the Law Enforcement career).

The passing down of the hidden traits seems to go on for a (seemingly) unlimited number of generations. I'm now playing the sixth generation of a game where the founding sim was in the Criminal career, and nobody ever since. All the kids still get the "Sneak here" option.

I've got this with one family. The grandfather was an astronaut, and all his descendants have the"salute" option. I'm thinking of making up a challenge for myself where I'd have to get all the hidden traits into a single individual - obviously without using the addtrait command. So, I'd have to marry (or become) a burglar, cop, fireman, maid, astronaut, pizza deliverer, etc, etc. Anyone know of a command that shows hidden traits?


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: loopsydoo on 2009 August 09, 02:14:05
Hello

Hopeless Romantic is not what it suggests.  The Hopeless Romantic sim is not as Prima Guide states....'Looking for their one true love'.

Below is funny when you think that the opposite of HR is Commitment Issues.....lol  HR certainly has those as you will read.

Even when married (one then assumes the HR has found that one true love) and with children a Hopeless Romantic will continue to flirt in front of spouse with all and sundry which obviously causes a relationship negative hit.  In fact I fail to see much difference between a flirty sim and a HR.  Ths very slight difference I do see is that the HR is slighty more susceptible to advances  than normal  and flirty sims.  Otherwise they seem to be the same to me. Early flirt interactions etc.

At parties the flirty sim and the HR act exactly the same way even when spouse is present.  Thats why I hate the relationships being two way, another words if the spouse takes a neg hit the flirter partner does too, annoying that.  I prefer S2 style where they could feel differently towards each other.

I honestly believe that EA made a mistake with the HR and that they were not supposed to carry on flirting once in a relationship, and perhaps be the only type of sim that actually will not respond to any other flirts once in a relationship.  Otherwise the flirty sim was good enough, not need for a HR.

The prima guide also states that they take a greater hit when a relationship breaks up, they do not, its the same as all the rest...2 days. So if they got that wrong my theory is possible.

Kind regards


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Snooty on 2009 August 09, 09:55:05
The prima guide is full of errors. The possible reason is that the guide was already finished and then EA delayed the game. Prima then just slapped another cover on it and let the original contents intact.

As for traits. Good and Friendly, Evil and Mean, Loser and Unlucky, Brave and Daredevil are also way too similar.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 August 09, 10:25:17
Hopeless Romantic is not what it suggests.  The Hopeless Romantic sim is not as Prima Guide states....'Looking for their one true love'.

Below is funny when you think that the opposite of HR is Commitment Issues.....lol  HR certainly has those as you will read.
That's what it's SUPPOSED to be, but...

Even when married (one then assumes the HR has found that one true love) and with children a Hopeless Romantic will continue to flirt in front of spouse with all and sundry which obviously causes a relationship negative hit.
And this is actually a bug. One that AwesomeMod stomps and burns.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: simovitch on 2009 August 09, 16:57:33
Trait: Hot-Headed
CAS Description: Erm.. don't know..
Features (Benefits and drawbacks): Hot-Headed sims get really mad really easily. The needs for hunger and sleep really put them in a pissy mood when they get too low, though. They can go from being in the best mood to the absolute worst instantaneously.
Associated Interactions: Arguing, irritating.. I'm pretty sure
Other Notes:


Does anyone know what trait makes them look in the mirror all the time and gussy up and all that? Because I had a sim that always did that in his free time and I don't know what trait makes him do that... It's weird that there isn't a "conceited" or "vain" trait, because that is definitely a realistic trait to give them. Haha
insane sims do that, they literally just do random actions on their own if you leave them for 5 minutes.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: simovitch on 2009 August 09, 17:00:05
Okay, here's a few contributions to this based on my observations:

Trait: Loves The Outdoors
CAS Description:  Can supposedly learn gardening and fishing faster.
Features:  Gets a positive moodlet when outdoors.
Associated Interactions:  "Enthuse about outdoors" interaction while outside.
Other Notes:

Trait: Loner
CAS Description:  Needs less social interaction.
Features:  Slower social decay, Gets a positive moodlet when alone, Gets a negative moodlet when in crowded places, which includes school and possibly work.
Associated Interactions:
Other Notes:

Trait: Insane
CAS Description:  Sim supposedly makes decisions out of whim.
Features:  Can fish out of swimming pools.
Associated Interactions: Speak Madness, Tell Ghost Story, Talk about conspiracies, can Talk to Self
Other Notes:
The insane sim also has the ability to rummage through trashcans and for different occasions has a tendency to wear the wrong out fit.  if you send her to work out she might get dressed in formal wear, to go swimming she switches in to every day wear for example.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Lum on 2009 August 10, 02:21:15
I don't know if anyone has noticed, but one sim of mine has a 'Teeldeer' trait, as in TL;DR. It has a leaping deer and a wall of text for a description. His magic power is to bore people to sleep, sort of like 'No sense of humor' does, only supercharged.

He's a teen in Riverside, and I'm not sure if he came with the game or if he was born there...


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Kyna on 2009 August 10, 02:25:52
I don't know if anyone has noticed, but one sim of mine has a 'Teeldeer' trait, as in TL;DR. It has a leaping deer and a wall of text for a description. His magic power is to bore people to sleep, sort of like 'No sense of humor' does, only supercharged.

He's a teen in Riverside, and I'm not sure if he came with the game or if he was born there...

This trait was added to the game by Pescado.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: That Eighties Guy on 2009 August 10, 12:46:11
Is there a list of Pes-made traits somewhere?


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: BobDob on 2009 August 10, 14:11:36
It's convenient for making sims nap on couches, benches, ect. Example: 'homeless' sims sleeping on park benches. Husbands sleeping on couch.
Personal amusement falls short of a tangible benefit to actual gameplay, though.

That's true, but some of the challenges people release make good use of napping.  For example, the homeless challenges has them sleeping on benches all the time.  Or, the Asylum challenge has more crazy inmates then there are beds and you have to remove one bed for every inmate that dies.  If napping didn't suck, it would make that aspect of the challenge far more trivial.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Snooty on 2009 August 15, 12:21:57
Hey does anyone know which trait can't be killed by freak accidents? Was it Unlucky or Loser? Or both?


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 August 15, 12:36:33
It was Unlucky. Unlucky = Unkillable. Useful for sims you want to torture.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Snooty on 2009 August 15, 13:51:14
Ok. Thanks. I'm actually working on a huge Traits list and am using a lot of info from here. But also from guides and my own gameplay experiences. Will give credit to this site once it's finished.
http://www.snootysims.com/thesims3infoindex.php?id=traitsbiglist

Page 1 and 2 is done. Page 3 is in progress.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: J. M. Pescado on 2009 August 15, 14:45:59
You have a printing error on page 3, the Bookworm trait is labelled with the "Neat" label.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Snooty on 2009 August 15, 14:49:47
As said, page 3 is still in progress.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: BobDob on 2009 August 15, 23:22:17
One thing I haven't seen is how traits map to LTW. It would be especially useful to folks who do legacy challenges in which you have to achieve every LTW.  It would probably be hard to do b/c some portion of mapping does appear to have a random element.  Then again, you can experiment ad nauseum in CAS to figure it out.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: HazelEyes on 2009 August 16, 06:46:59
It was Unlucky. Unlucky = Unkillable. Useful for sims you want to torture.

I was thinking the apocalypse challenge, actually. I've been compiling a list of most useful traits for apocalypse sims. Inappropriate unlocks the sponge bath interaction with no hygiene limitation, but so far I haven't seen any autonomous sponge bathing. Unlucky is good for broken appliance insurance, if the business career continues to restrict service sims (since business is hardly a priority). Ambitious and/or workaholic, obviously.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: LVRugger on 2009 August 16, 06:58:36
One thing I haven't seen is how traits map to LTW. It would be especially useful to folks who do legacy challenges in which you have to achieve every LTW.  It would probably be hard to do b/c some portion of mapping does appear to have a random element.  Then again, you can experiment ad nauseum in CAS to figure it out.

I saw a list like this over at boolprop. As you said, there is a random element. I know that some of the listed LTWs and associated traits are not complete. I may try to do my own mapping or get under the hood to see if there is something that I can find in the XML.
I've been randomizing my traits and I've had options to get most, if not all, LTWs by the 5th generation. I'm averaging about 5-6 kids per generation. Snob is good to get the money wishes, especially gold digger, which is the only time I have had that come up.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Snooty on 2009 August 16, 09:34:11
Carl's guide did a good job on the connection of LTW and traits: http://www.carls-sims-3-guide.com/lifetimewishes/


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: kuronue on 2009 August 16, 14:38:40
It would be especially useful to folks who do legacy challenges in which you have to achieve every LTW. 

Except that you can often trigger entirely un-trait-related LTWs just by starting to complete them - for example, "Become an Astronaut" by using the telescope for a while, or "Become a Creature-Robot Crossbreeder" by skilling gardening.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: BobDob on 2009 August 18, 03:06:00
Carl's guide did a good job on the connection of LTW and traits: http://www.carls-sims-3-guide.com/lifetimewishes/
Ah, yeah, that's exactly what I was requesting.  I wonder if he used game data or experiments to compile the info, since he put a caveat in there that it's just "a compass to guide you".  Hopefully, he didn't just list the traits he happened to have when he got those LTWs.

It would be especially useful to folks who do legacy challenges in which you have to achieve every LTW. 

Except that you can often trigger entirely un-trait-related LTWs just by starting to complete them - for example, "Become an Astronaut" by using the telescope for a while, or "Become a Creature-Robot Crossbreeder" by skilling gardening.
I'm not sure what you mean by triggering LTWs when skilling.  When you get to be a young adult or create one in CAS, it forces you to choose one of five LTWs.    Are you talking about the the everyday wishes that are triggered as an adolescent to take on a particular LTW?  Or, are you saying that those skills affect the five LTW it forces you to choose from when you hit young adult?

I did experiment with them some in CAS.  It seemed like certain combinations of traits always resulted in certain LTWs, while one or two of the five LTWs were randomly chosen from a small pool of ones that may or may not have been marginally related to the traits.  Hmm.. I wonder if what appears to be one or two semi-random LTWs are actually skill-based LTWs, like you suggest, and it only seemed random because I was in CAS and all skills had equal probability since they were all at 0.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: BobDob on 2009 August 18, 03:09:01
I was thinking the apocalypse challenge, actually. I've been compiling a list of most useful traits for apocalypse sims. Inappropriate unlocks the sponge bath interaction with no hygiene limitation, but so far I haven't seen any autonomous sponge bathing.

When I played that Asylum challenge, I saw some autonomous sponge bathing.  I didn't even know it was possible until the sims I wasn't allowed to control started shooing people out of the kitchen to do it. :)


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: kuronue on 2009 August 18, 04:26:23
Carl's guide did a good job on the connection of LTW and traits: http://www.carls-sims-3-guide.com/lifetimewishes/
Ah, yeah, that's exactly what I was requesting.  I wonder if he used game data or experiments to compile the info, since he put a caveat in there that it's just "a compass to guide you".  Hopefully, he didn't just list the traits he happened to have when he got those LTWs.

It would be especially useful to folks who do legacy challenges in which you have to achieve every LTW. 

Except that you can often trigger entirely un-trait-related LTWs just by starting to complete them - for example, "Become an Astronaut" by using the telescope for a while, or "Become a Creature-Robot Crossbreeder" by skilling gardening.
I'm not sure what you mean by triggering LTWs when skilling.  When you get to be a young adult or create one in CAS, it forces you to choose one of five LTWs.    Are you talking about the the everyday wishes that are triggered as an adolescent to take on a particular LTW?  Or, are you saying that those skills affect the five LTW it forces you to choose from when you hit young adult?

The former. You can pick their LTW before it gives you the five options and those appear to be triggered the same as normal wants. Thus, you can make a sim whose traits wouldn't give you the "astronaut" LTW have it anyway by excessive telescope use and selecting it early.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: BobDob on 2009 August 18, 06:33:20
Hmm.  But how do you know that LTW is really based on skilling?  Couldn't it just be that a sim with only 2 traits has way more LTW that the game could randomly select from?

btw, I asked Karl how he came up with the mapping on his page, and this is what he said.  It looks like he did explore it methodically.

Quote
@BobDob to determine what wishes came up with what trait, I made a Sim and gave him only 1 trait at a time. The ones that were always present were considered tied to the trait.

If a trait has fewer than five wishes associated with it, the remaining slots are filled with random lifetime wishes. Thus, if you have green thumb you'd get the following always:

Creature robot cross breeder, celebrated five star chef and the perfect garden. The last two would be completely random.

Look to the traits page to see my direct results using this method.

I have two theories with multiple traits, I need to test:

Theory 1: When we create a Sim with multiple traits, each trait slot will be connected to one of the lifetime wish slots. So, one of the wishes associated with the trait will appear randomly in that connected wish slot.

Theory 2: There is a list of possibilities with multiple traits and any of those possible wishes can come up based on the ties to the traits.

With five traits, I think real random variation goes out the window. If more than five wishes are associated with your trait choices, you'll always get one of those traits on random roll, rather than a completely unconnected wish.

Some traits have no wishes associated with them and are entirely random. ex. neurotic, clumsy, heavy sleeper.

So with only green thumb, and four quirky traits like I listed, we'd get three slots tied to green thumb and two completely unrelated random rolls.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: kuronue on 2009 August 18, 18:40:34
I havn't done any solid testing, but it's always seemed to be related to what they're doing. Sims skilling logic tend to roll astronaut with the telescope; sims doing a lot of skilling tend to roll renaissance sim; sims skilling science-career-related skills tend to roll creature-robot crossbreeder; sims skilling fishing tend to roll perfect aquarium. Those are the main ones I've seen, but that's due to my particular family I'm playing emphasizing gardening, fishing, and (in later generations) logic.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: littleblackdog on 2009 August 20, 19:13:42
I was surprised when one of my sim children from the Lobos family rolled the LTW to become a Renaissance Sim, she was one day away from aging up to a teen, but I was not aware that children could get a LTW.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: Krevetti on 2009 August 21, 06:45:01
In my game children roll LTWs pretty often, depending on what they do.  In one family three kids went to see a concert at the arena and afterwards they all rolled the want to be a rock star. I thought that was pretty realistic. ;D


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: HazelEyes on 2009 August 21, 10:11:12
I had a child roll Astronaut, which was probably because of the telescope as mentioned above. Then again, he also had the Good trait which is meant to bring up law enforcement/military careers.


Title: Re: Traits Cheat Sheet - Work in Progress
Post by: kuronue on 2009 August 22, 22:47:30
Can the OP maybe merge the list into the opening post and add the trait's internal names (found all over the awesomemod section, search for "addtrait")?